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Hmm. Can you make an issue out of this please? I think it's a flaw in the design. |
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Hey folks,
I have various plugins I've created to use across games where I expect to need the same behavior. So for instance, I have this in my
NavigationPlugin
:Then, because I want to bind multiple keys to a single
VirtualDPad
input, I have actions forForward
,Backward
,Left
andRight
alongside my game-specific actions. I believe this pattern, exporting and binding plugin-specific actions, was suggested as a best practice.The problem arises when I bind, say,
Down
to myBackward
action in my main actions mapping, but then also bind ctrl-down arrow toNavigationAction::SnapReverse
. Clash detection doesn't work across separateInputMap
instances and they're both triggered simultaneously.I can see a few possible paths forward. Maybe there could be a
CompositeInputMap
composed of several submaps, or clash detection might be set up to take multipleInputMap
s into account. I don't have a preference either way.Or am I missing some additional step? Right now I'm adding several
InputMap
s to my player, which mostly works save for clash detection and a few other gamepad-related issues I'm currently debugging and may post about later today.Thanks a bunch.
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