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let prediction_to_return = self.prediction;// PlayerInput has copy semantics
Describe alternatives you've considered
Handling just_pressed logic inside the ggrs advance frame step works as a workaround, but sometimes the events you get from game engines are one-offs (bevy ui button press events etc.), so it generates a lot of boilerplate
I was just about to make an issue about this, awesome timing!
This functionality would be very helpful in my game as the current ggrs behavior causes a lot of mispredictions in the mentioned cases of one-off events (every input in my game). Currently I'm just using a patched version of ggrs where I always assume the inputs are inactive.
Is your feature request related to a problem? Please describe.
In some cases, it would be convenient to be able to send one-off events as part of the input struct:
However, when predicting, we would then get
fire_just_presed == true
repeatedly when predicting.Describe the solution you'd like
Instead of just copying the input struct, perhaps it would make sense to be able to inject a prediction function?
ggrs/src/input_queue.rs
Line 144 in 48aec70
Describe alternatives you've considered
Handling just_pressed logic inside the ggrs advance frame step works as a workaround, but sometimes the events you get from game engines are one-offs (bevy ui button press events etc.), so it generates a lot of boilerplate
Additional context
https://discord.com/channels/844211600009199626/844211600009199629/1175361006717898763
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