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bevy_input_mapper's Introduction

Bevy Input Mapper Plugin

Simplify Bevy game development with the user-friendly Bevy Input Mapper Plugin.

Keywords

  • Action: An action represents a user input trigger, such as firing a weapon, looking up, jumping, strafing, and more.

  • Input: Input encompasses any user-activated or pressable input, including mouse movement, mouse buttons, gamepad analog sticks, and etc.

  • Binding: Establish a direct connection between specific user input (e.g., pressing the space key, clicking the left mouse button, etc.) and a corresponding gameplay action (e.g., firing, jumping).

  • Scenario Profile: A scenario profile is used to manage distinct bindings required for various actions, such as walking, driving, or fighting. It allows for customized input configurations in different gameplay scenarios.

Features

  • Input Mapping
  • Load bindings from files
  • Supported Input Devices:
    • Gamepad
    • Keyboard
    • Mouse
  • Multiple scenario profiles

Installation & Usage

You can install the plugin via Cargo by adding it to your project's dependencies:

cargo add bevy_input_mapper

For practical examples and implementation details, refer to the examples directory in this repository.

License

This project is licensed under the MIT License. See the LICENSE file for details.

Credits

This version of Bevy Input Mapper, merged after the refactoring branch, draws heavy inspiration from Kurinji.

bevy_input_mapper's People

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bevy_input_mapper's Issues

Unexpected Behavior when Binding GamepadAxis and MouseAxis to Same Action

Problem:

When binding both GamepadAxis and MouseAxis to the same action, unexpected behavior occurs:

  • MouseAxis Movement: The MouseAxis movement events trigger correctly.

  • GamepadAxis Movement: However, the GamepadAxis movement events do not trigger correctly and end up too early.

Expected Behavior:

Both mouse and gamepad axis events should work as expected when bound to the same action.

Reproducible Steps:

  1. Bind both GamepadAxis and MouseAxis to the same action.
  2. Observe the behavior of MouseAxis and GamepadAxis movement events.

Additional Information:

If the action names for GamepadAxis and MouseAxis are changed, both mouse and gamepad axis events work as expected.

To test by yourself, run the example binding_with_code.

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