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Prior to migrating to 0.15 (#20), we would assign players 3 and 4 to gamepads automatically based on their indexes.
Since 0.15, bevy introduced "gamepads as entities", which improves the API of working with them.
A consequence of this is that gamepads can't just be referenced by a static index anymore (afaik).
So, in #20 we disabled the gamepads entirely as a temporary solution, but it would be good to get them working again.
Since we are still prototyping and don't have a "character select screen (#7)", an appropriate solution is to keep players 1 and 2 on the default keyboard maps, and if a gamepad is plugged in assign it dynamically to player 3, then a subsequent one to player 4. Don't particularly mind what happens with further gamepads after that, for the prototype.
It may be useful to refer to the leafwing input manager example.
The text was updated successfully, but these errors were encountered:
Prior to migrating to 0.15 (#20), we would assign players 3 and 4 to gamepads automatically based on their indexes.
Since 0.15, bevy introduced "gamepads as entities", which improves the API of working with them.
A consequence of this is that gamepads can't just be referenced by a static index anymore (afaik).
So, in #20 we disabled the gamepads entirely as a temporary solution, but it would be good to get them working again.
Since we are still prototyping and don't have a "character select screen (#7)", an appropriate solution is to keep players 1 and 2 on the default keyboard maps, and if a gamepad is plugged in assign it dynamically to player 3, then a subsequent one to player 4. Don't particularly mind what happens with further gamepads after that, for the prototype.
It may be useful to refer to the leafwing input manager example.
The text was updated successfully, but these errors were encountered: