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0.15.1
MacOS 15
Add a triple axis to an InputMap
InputMap
im.insert_triple_axis(DebugActions::Move, KeyboardVirtualDPad3D::new( KeyCode::KeyE, // Up KeyCode::KeyQ, // Down KeyCode::KeyA, // Left KeyCode::KeyD, // Right KeyCode::KeyW, // Forward KeyCode::KeyS, // Backward ));
Values recieved from clamped_axis_triple should correctly map keys to floats. E.g:
clamped_axis_triple
'A' = vec3(-1.0, 0.0, 0.0)
'E' = vec3(0.0, 1.0, 0.0)
'W' = vec3(0.0, 0.0, 1.0)
The Y axis is mapped correctly, but the X is mapped to both X and Z and the Z inputs are ignored entirely. So:
Y
X
Z
'A' = vec3(-1.0, 0.0, -1.0)
'W' = vec3(0.0, 0.0, 0.0)
The text was updated successfully, but these errors were encountered:
Oops, that was a bug. I fixed it in pull request #623
Should we release a 0.15.2 patch to include this?
Sorry, something went wrong.
And forward is the negative direction of the Z-axis in Bevy, so it should be 'W' = vec3(0.0, 0.0, -1.0)
'W' = vec3(0.0, 0.0, -1.0)
Thanks, @Shute052!
Just tried out the main branch and it works 👍
IMO we're close to a 0.16 launch for the new Bevy version: let's do that instead.
Buttonlike
No branches or pull requests
Version
0.15.1
Operating system & version
MacOS 15
What you did
Add a triple axis to an
InputMap
What you expected to happen
Values recieved from
clamped_axis_triple
should correctly map keys to floats. E.g:'A' = vec3(-1.0, 0.0, 0.0)
'E' = vec3(0.0, 1.0, 0.0)
'W' = vec3(0.0, 0.0, 1.0)
What actually happened
The
Y
axis is mapped correctly, but theX
is mapped to bothX
andZ
and theZ
inputs are ignored entirely. So:'A' = vec3(-1.0, 0.0, -1.0)
'E' = vec3(0.0, 1.0, 0.0)
'W' = vec3(0.0, 0.0, 0.0)
The text was updated successfully, but these errors were encountered: