Show tutorial prompts as pad arrows in one centered cue #13
+46
−73
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The cabinet input is a dance pad, so a prompt like "A" or "J" names a key no player can see, and the same lesson looked different depending on which player was taking it. The cue for advancing dialogue was also a small chip in the bottom right, while the cue for the next move was large and centered right above it.
TutorialInputLabels now exposes fixed pad glyphs for left, right, and place. This is display only: bindings and remapping still live in InputSystem_Actions, and the tutorial keeps routing input through the active player's action map, so Player 2 still plays on the Player2 map.
TutorialController.SetContinueVisible shows the place glyph in the large centered BindingLabel and keeps the bottom-right ContinuePrompt hidden, so a dialogue step and a move step prompt in the same place at the same size. The chip stays in the hierarchy and in TutorialUILayout, so the authored scene and the guide style asset need no changes.
Wrong-direction hints in TutorialLessonConfig are built from the same glyph constants rather than repeating the arrows, and DefaultTutorialLesson.asset carries the matching text for the lesson that actually ships.
Docs: Tutorial.md 0.6.0 to 0.6.1 with the new right-panel behavior, COMPONENT_INDEX version bump, and a CHANGELOG entry noting that this supersedes the per-player key hints for direction cues.