Or what’s the point of having priorities when there’s only one active context at a time?
Mapping context priorities are useful specifically when you have multiple contexts active at once — you’re not limited to just one. For example:
-
Default gameplay context (movement, camera, actions).
-
UI context (menus, inventory).
-
Vehicle context (driving controls).
If the same key is bound in multiple contexts (say E
for “Interact” in gameplay vs. “Confirm” in UI), the context with the higher priority will take control.
You can change priorities dynamically at runtime — either by:
-
Adding/removing contexts as needed, or
-
Re-adding the same context with a different priority if you need to adjust which one should override.
So the point of priorities isn’t for when you’re only using one context. It’s for managing overlaps when you stack multiple contexts, so input remains predictable and state-driven.