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AbilityPlugin cannot be run in the FixedUpdate schedule #36

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alice-i-cecile opened this issue Aug 29, 2023 · 0 comments
Open

AbilityPlugin cannot be run in the FixedUpdate schedule #36

alice-i-cecile opened this issue Aug 29, 2023 · 0 comments
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enhancement New feature or request

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@alice-i-cecile
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What problem does this solve?

I want all of my game logic, including cooldown management, to occur in the FixedUpdate schedule to ensure framerate independence.

What solution would you like?

When constructing AbilityPlugin, pass in an optional ScheduleLabel.

If this is FixedUpdate, everything works perfectly.

[Optional] How could this be implemented?

Once (🥺) bevyengine/bevy#8964 is merged, this will be trivial: just use the same Time resource in both places.

Until then, we could implement this manually by making two copies of each of our systems.

[Optional] What alternatives have you considered?

Users can work around this currently by not adding the plugin, or any of the premade systems, and instead copy-pasting and modifying the existing systems.

Note that running your game logic in FixedUpdate for an input-sensitive game is questionable in the first place currently, due to bevyengine/bevy#7691

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