Input Strategy¶
AeroBeat still uses a normalized input architecture, but the product messaging is now more specific than the older "input agnostic" framing.
Official v1 gameplay input¶
Camera is the only official AeroBeat v1 gameplay input.
That applies to the current Boxing and Flow product slice. The game should be documented, validated, and marketed around camera-driven gameplay first.
Why the architecture still stays modular¶
Keeping an input-provider architecture is still useful because it lets the platform:
- isolate camera implementation details from gameplay logic
- keep room for future accessibility and platform work
- preserve future paths for mobile-native camera, XR, JoyCon, keyboard, gamepad, mouse, and touch experiments
That architectural flexibility should not be mistaken for current shipping parity.
Current input tiers¶
Tier 1: Official gameplay support¶
- Camera on PC via MediaPipe or successor camera tracking stacks
- Camera on mobile remains a planned follow-on path, not the first release priority
Tier 2: Future-input support worth preserving in docs¶
These inputs may remain documented at the repo/API level because they are useful future work:
- JoyCon
- keyboard
- gamepad
- mouse
- touch
- XR
For now, treat them as future support, testing hooks, accessibility experiments, or platform exploration rather than official v1 gameplay promises.
Navigation vs gameplay¶
AeroBeat now draws a clearer line between menu navigation and gameplay input:
- Gameplay: camera only for official v1
- UI navigation on PC: mouse is fine
- UI navigation on mobile: touch is fine
That distinction lets the docs stay honest without pretending every pointer or controller path is a first-class workout experience today.