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I think my upgrade to 0.15 is mostly complete, but I'm hitting one small issue. I use actions for navigation from other systems. I have a dual-axis To avoid updating my transform unnecessarily, I skip processing the I do reset actions at places on my end, so it's possible I'm still doing something wrong, but all I can think of is that there's a default deadzone being applied somewhere, particularly since my non-translate actions seem to work fine. Is that the case, or should I keep digging? I've searched a bit for "default deadzone" and didn't find anything obvious. Thanks. |
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Replies: 3 comments 8 replies
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Are you sure your |
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Can you paste your InputMap so we can take a look and see what the problem is? |
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OK, made a discovery. If I edit the crate source and print the data directly on retrieval I see this:
That I've been migrating gameplay systems to fixed schedules but maybe I'm doing this a bit too zealously? Should I be running systems that manage actions in the non-fixed schedules instead? Thanks. |
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I have
.add_plugins(InputManagerPlugin::<NavigationAction>::default())
in myNavigationPlugin
so it's there.I moved all the code back out of the fixed schedules and it seems to be working now. Guessing I probably shouldn't handle input in fixed schedules anyway so I think I'll go with this route.
Thanks for helping me figure this out.