How do I account for different keyboard layouts when doing key binds?

So I just realized keyboard layouts will break my game keybinds, for example, in a QWERTY keyboard, pressing Q will make you dash, but in an AZERTY keyboard, A is in place of Q, so pressing A won’t make you dash, and I want it to.

Is there some kind of “absolute key” positions?

2 Likes

I may not be understanding the question, but an AZERTY keyboard doesen’t change the UserInputService InputBegan, InputEnded & InputChanged functions, while changing from a keyboard to a mobile device or a controller does. Therefore, you don’t have to account for AZERTY keyboards because the keys are in different places intentionally. For example, pushing the ‘Q’ key on an AZERTY keyboard will be the same as pushing the ‘Q’ key on an QWERTY keyboard.

Oh you are right, I did not realize that, I made a problem that doesn’t even exist in the first place.

1 Like