The release has three parts. InputActionLabel renders the preferred binding; InputBinding.DisplayName and DisplayImage provide custom text or artwork; and the read-only InputAction.PreferredBinding selects the best child binding for KeyboardAndMouse, Gamepad or Touch as the player’s preference changes.

DisplayImage takes priority over DisplayName, while an unset override falls back to the binding’s default KeyCode. The label exposes ResolvedText or ResolvedImageContent at runtime and supports standard GuiObject, text, image and UI modifier styling, including StyleSheets.