Mobile FPS · Updated 2026-08-09

Call of Duty: Mobile input lab

A mobile-first CODM workspace for touch reach, simultaneous contact checks, gyro availability and HUD planning evidence.

GripThumb / clawRepeat reach tests using the grip you actually play with.
ContactsObserved maximumBrowser and OS gestures may intercept edge contacts.
GyroPermission + motionAPI availability is not a sensor calibration certificate.

Design the HUD around reachable evidence

The touch canvas records where contacts arrive and highlights edge zones. Use the same grip and device orientation as play; a desktop simulation cannot reproduce hand reach.

Maximum contacts are an observed browser value. If a touch is missing only near an operating-system gesture edge, move the action inward before assuming panel hardware failure.

Repeatable checklist

  • Lock the intended orientation
  • Use the normal grip
  • Test action combinations near every edge

Interpret gyro permission correctly

Some mobile browsers require a button-triggered permission request. Others do not expose motion data to the page. The lab labels those states separately.

A stream of orientation or motion events proves only that the browser exposes changing data. In-game calibration and aim behavior remain separate layers.

Repeatable checklist

  • Request permission from the lab button
  • Move through all three axes slowly
  • Confirm behavior inside the game separately
Game-specific boundary: Touch and motion APIs vary by OS/browser. The test reports browser-observed contacts and motion, not digitizer or IMU certification.
Do not lose the baseline

One change. Same test. Clearer answer.

Keep the device, connection, platform, game build and previous setting beside every result.