---
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
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
---
# Modes and assignment of keys

id: keyboard--family-modes
type: mechanic
key: mechanic/keyboard--family-modes
lang: en
status: active
url: https://gamemechanics.pro/en/knowledge/mechanic/keyboard--family-modes/

A key’s assignment changes through settings or context. PowerToys can swap A and B without changing the keyboard’s physical labels.

## At a glance

![PowerToys: mutually remapping the A and B keys](https://gamemechanics.pro/images/mechanics/control-powertoys-remap.webp)

[PowerToys Keyboard Manager](https://learn.microsoft.com/en-us/windows/powertoys/keyboard-manager) · Imagery © Microsoft. Developer-distributed screenshot or frame; all rights reserved. Excluded from MIT and CC BY 4.0.

1. Physical A sends B to the application

- Show the assigned action using the current layout and mode.

- [PowerToys Keyboard Manager](https://learn.microsoft.com/en-us/windows/powertoys/keyboard-manager)

## How it works

The same physical input takes on a different meaning depending on the state.

## Variants

### Variants and applications

<a id="family-modes-variants"></a>

- 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>
- 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>
- 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>
- 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>
- 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>
- 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>
- 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>
- 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>

## Context and limits

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.

## Connected materials


## Sources and 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.

- [PowerToys Keyboard Manager](https://learn.microsoft.com/en-us/windows/powertoys/keyboard-manager) (id: source-719540110f02454c)

CC-BY-4.0 · gamemechanics.pro contributors
