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No, nothing of this can work in the current implementation of actions. Mouse movement is very, very inconsistent and prone to slight changes. Allowing InputEventMouseMotion events as actions would not benefit anyone the same way you may think they would.
Depending on the implementation, the associated actions would be triggered either at the slight tilt of the mouse towards the desired direction, or not at all, because the detection is too precise. Neither are good.
Their strength value would wildly fluctuate. strength also needs to be a value between 0 and 1, and remapping the mouse "speed" to that range would be very arbitrary.
If you want to have something like this exclusively for your project, you can try binding an InputEvent to an action manually, see the InputMap documentation.
Describe the project you are working on
SpaceShip game
Describe the problem or limitation you are having in your project
I am using behavior trees and would like to reference mouse input through actions names
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Allow the following to be bound as a Input Action
Mouse Move Up
Mouse Move Down
Mouse Move Left
Mouse Move Right
Mouse Scroll Up
Mouse Scroll Down
Mouse Scroll Left
Mouse Scroll Right
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
They would be bound as MouseMotion events
If this enhancement will not be used often, can it be worked around with a few lines of script?
No. We can still manually check for mouse input but the point of input actions is so we can bind input for our games.
Is there a reason why this should be core and not an add-on in the asset library?
InputMouseMotion is already an event so it should be pretty simple to implement.
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