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The initial assessment is false. In reality, it's the low-level mapping in the Java library being overzealous, filtering out inputs that can't be found on a gamepad. Which includes pretty much everything a keyboard contains.
The library has been edited to accept unmapped button inputs. Unmapped axes are still filtered out, which is on purpose in order to always filter out gyroscope-related MotionEvents.
While testing the game on a Galaxy Tab S7 with a keyboard, the keyboard did not work.
This might be due to the code designed to not detect input devices if a player presses Vol- or Vol+ on their phone.
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