{"schemaVersion":1,"record":{"key":"mechanic/keyboard--family-modes","type":"mechanic","id":"keyboard--family-modes","lang":"en","title":"Modes and assignment of keys","summary":"A key’s assignment changes through settings or context. PowerToys can swap A and B without changing the keyboard’s physical labels.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/keyboard--family-modes/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/keyboard--family-modes.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/keyboard--family-modes.md","aliases":[],"tags":["Physical keyboard interactions","Mapping signals to actions"],"sourceIds":["source-719540110f02454c"],"sources":[{"id":"source-719540110f02454c","title":"PowerToys Keyboard Manager","url":"https://learn.microsoft.com/en-us/windows/powertoys/keyboard-manager","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"The same physical input takes on a different meaning depending on the state."},{"id":"variants","title":"Variants","body":"### Variants and applications\n\n<a id=\"family-modes-variants\"></a>\n\n- Contextual action. Action: The meaning of a key is determined by an object, state or environment. Application: One button opens a door, picks up an item and starts a conversation. Conditions: Show the actual action before pressing. Equipment: Regular keyboard. <a id=\"variant-k089\"></a>\n- Layer on hold. Action: A held key temporarily enables another set of assignments. Applications: Alternate ability panel, note octave, fine editing. Conditions: System Fn is frequently processed by the device; for the game layer, select an available key. Equipment: Regular keyboard. <a id=\"variant-k090\"></a>\n- Fixed mode. Action: Pressing toggles a whole set of assignments until the next switch. Application: Construction mode, camera control, command and text editor mode. Conditions: Caps Lock or Num Lock can be taken into account when supporting the platform, but this is an OS state. Equipment: Regular keyboard. <a id=\"variant-k091\"></a>\n- The command after the prefix. Action: A separate key temporarily switches the following presses to command mode. Application: Leader commands, accessing rarely used functions, selecting a school of magic. Conditions: Set a timeout and show an incomplete prefix. Equipment: Regular keyboard. <a id=\"variant-k092\"></a>\n- Variable compliance. Action: Assignments change as the game progresses. Application: Cursed keys, panel rearrangement, test of ability to relearn controls. Conditions: New match requires a readable hint or an honestly assigned memory task. Equipment: Regular keyboard. <a id=\"variant-k093\"></a>\n- Setting up controls like a mechanic. Action: The user himself assembles or rearranges assignments within the rule system. Application: Design a ship panel, optimize a workplace, assemble a robot controller. Conditions: Maintain the ability to restore a working circuit. Equipment: A regular keyboard. <a id=\"variant-k094\"></a>\n- Distinguishing identically labeled keys. Action: The main Enter and Enter of the digital block or the left and right Shift act differently. Application: Two independent levers, musical registers, commands for different characters. Conditions: Distinction and availability of keys depend on the device and API. Equipment: Regular keyboard. <a id=\"variant-k095\"></a>\n- Separate blocks as a function panel. Action: F-keys, number pad and available additional keys are given a separate role. Application: Soundpad, numeric keypad, instrument selection, sequencer transport. Conditions: Media keys and macro keys can be intercepted by the OS or issue normal remapped events. Hardware: Regular keyboard. <a id=\"variant-k096\"></a>"},{"id":"context","title":"Context and limits","body":"Author's working classification for designing games and interactions. Options can overlap and combine; the list is not a generally accepted standard or proven exhaustive list. Application examples are conditional unless a specific verifiable observation is indicated nearby. Sources support individual techniques and technical limitations."}],"relations":[],"placements":[{"catalogId":"keyboard","id":"family-modes","title":"Physical keyboard interactions","url":"https://gamemechanics.pro/en/mechanics/keyboard/#family-modes","categoryIds":["section-2"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Modes and assignment of keys","description":"A key’s assignment changes through settings or context. PowerToys can swap A and B without changing the keyboard’s physical labels.","image":{"src":"images/mechanics/control-powertoys-remap.webp","width":1440,"height":901,"crop":{"x":0,"y":266,"width":1440,"height":398},"game":"PowerToys Keyboard Manager","sourceUrl":"https://learn.microsoft.com/en-us/windows/powertoys/keyboard-manager","originalUrl":"https://learn.microsoft.com/en-us/windows/powertoys/images/keyboard-manager/keyboard-remap-a-b.png","credit":"Microsoft","rights":"Imagery © Microsoft. Developer-distributed screenshot or frame; all rights reserved. Excluded from MIT and CC BY 4.0.","caption":"PowerToys: mutually remapping the A and B keys","alt":"PowerToys: mutually remapping the A and B keys","markers":[{"x":38,"y":47,"label":"Physical A sends B to the application"}]},"tips":["Show the assigned action using the current layout and mode."],"examples":[{"title":"PowerToys Keyboard Manager","url":"https://learn.microsoft.com/en-us/windows/powertoys/keyboard-manager"}]}},"endsAt":null,"provenance":"Original editorial design catalog consolidated from project discussions on 2026-10-20. Complete discussion item lists and contextual limitations are preserved; linked primary sources support specific techniques, not the entire classification. English translation was prepared with machine assistance and editorial review.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/keyboard"}}