Hello! We want to get rid of the pre-game setup dialog, mainly because, well, there isn't one on webplayers, and in general it's not very immersive and user-friendly (I'd say it's ugly but I wouldn't want to offend UT . So I made this little test project where you can configure the resolution, quality and the input from inside the game. Res quality were no problem, but the input was no piece of cake since we don't have any access to the input manager from script.... BTW if anybody has tried to do this before, I'm listening ! I'd love for people to try the demo and tell me how it works for them. Just launch, play around (default: arrow keys to move around and space to jump), hit escape to get the config dialog, change the settings, see if it still works... Also your preferences should be persisted between game sessions. From what I've seen, it's flawless on Mac but not so much on Windows, no idea why... I receive weird keycodes sometimes. They're no joystick support so far so don't bother trying, but I'll get around to it (it's actually another reason I started doing this, we couldn't get joysticks to work with our game). Of course when I'm done I'll be happy to share the scripts with everyone, ingame input config is definitely a must-have! On a technical note, I'm using the GUI 2.0 Event model as a basis for trapping the keyboard input... can't remember why I started that way, I guess it seemed a good idea at the time, but I'm gonna try to switch to good ole Input tomorrow, maybe that'll improve the thing on Windows. On the gameplay note, you may have trouble jumping sometimes. On Windows it feels like sometimes the spacebar isn't very responsive (but maybe that's just my keyboard... or brain), but mainly it's because I lock jumping when the ball isn't on the ground (or else you can double-jump and start flying)... and I have difficulties knowing for sure when I'm on the ground! Sometimes I get a OnCollisionExit but no OnCollisionEnter, even though the ball is stopped dead on the ground... weird!! Right now I'm using OnCollisionStay which seems to work fine, but if anyone has any suggestions about how to know for sure if the ball is on the ground, I'm listening! PS: by "on the ground" I mean "on any collider", whether the ground or the cube or the ramp.