Game controls

InputsInputs

Source: Apple Inc. Canonical content at https://developer.apple.com/design/human-interface-guidelines/game-controls. This file is a structured index of that content, snapshot 2025-02-02. Apple HIG text and imagery are © Apple Inc.; this repository provides organization and cross-referencing for AI agent consumption only.

Game controls

  • Even though all platforms except watchOS support physical game controllers, not every player might have access to one.

  • Players appreciate games that let them use the platform interaction method they’re most familiar with.

Touch controls

Determine whether it makes sense to display virtual controls on top of game content.

Place virtual buttons where they’re easy to access.

Make sure controls are large enough.

Always include visible and tactile press states.

Use symbols that communicate the actions they perform.

Show and hide virtual controls to reflect gameplay.

  • Visible control
  • Hidden control

Combine functionality into a single control.

Map movement and camera controls to predictable behavior.

Physical controllers

Support the platform’s default interaction method.

Tell people about game controller requirements.

Automatically detect whether a controller is paired.

Customize onscreen content to match the connected game controller.

Map controller buttons to expected UI behavior.

Support multiple connected controllers.

Prefer using symbols, not text, to refer to game controller elements.

Keyboards

Prioritize single-key commands.

Test key binding comfort game using an Apple keyboard.

Take the proximity of keys into account.

Let players customize key bindings.

Platform considerations

visionOS

Match spatial game controller behavior to hand input.

Resources

Developer documentation

Videos

Change log


For the complete guidance, including worked examples and illustrations, see the canonical page: https://developer.apple.com/design/human-interface-guidelines/game-controls

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