- cross-posted to:
- projectharmonia
- cross-posted to:
- projectharmonia
It’s a crate for dynamic and contextual input mappings for Bevy, inspired by Unreal Engine Enhanced Input.
Some highlights:
- Action events now have statically known types (
bool
,f32
,Vec2
orVec3
), depending on the action configuration. - Assigning inputs, modifiers, and conditions now works like Bevy systems: you can pass multiple items in tuples.
- Binding presets now structs.
- Many ergonomic improvements for passing input.
I didn’t plan all of these, but a user suggested these ideas and contributed PRs for most of them! I couldn’t resist 😅
I’ve drafted two releases:
- 0.3.0 includes all the improvements.
- 0.4.0 updates to Bevy 0.15.0.
This way, you can address the breaking changes in 0.3.0 before updating to Bevy 0.15.0, avoiding the need to handle everything at once.
Yes, I think it’s possible!
But I don’t think that my crate will be applicable for this. It’s designed for assigning gameplay logic to inputs. For a mouse sharing tool I would just use raw inputs.