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Version: 2.x

Setting Keys

Setting keys are hierarchical identifiers used to uniquely identify settings in your game.

Structure

A setting key is composed of fragments separated by colons (:):

Player:0:Input:Jump_KB:0
│ │ │ │ │
│ │ │ │ └─ Slot (if applicable)
│ │ │ └───────── Setting-specific fragment
│ │ └─────────────── Category fragments (may include parent keys)
│ └───────────────── Player index (if applicable)
└──────────────────────── Domain (Player/Global)

Examples:

Player:0:Input:MoveRight_KB:0
Player:0:Input:Jump_KB:0
Global:GameAudio.Volume
Global:sg.TextureQuality

How Keys are Built

Setting keys are constructed automatically from your Setting Type and widget configuration. The system combines:

  • Registry base key: Global or Player:0 (based on setting domain)
  • Setting Type fragments: From the KeyFragment property and class inheritance
  • Widget fragments: Additional fragments specified by the widget (e.g., mapping names, slot numbers)

You configure these fields in the editor, and the system assembles the complete key automatically.