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Immediate Mode:
Movement remains as-is
When pressing an item key (zxc), you get a use state. In the use state, all viable tiles are highlighted. For example, if you are holding a spear, then tiles i…
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Currently throwing errors if application is solely using the new Input System package. Only workaround is to use "both" for PlayerSettings.activeInputHandling which is not ideal.
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#### Summary
Change the input system from a slider to increase/decrease input with buttons / input field
#### Proposed feature
Split Add Emission screen into two screens like so :
Change In…
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### Current behavior
when I join gorilla tag on steam vr and press any put there is no input
### Steps to reproduce the behavior
Idk
### Expected behavior
I want it to see my active input
### Op…
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I should use an actual input queue instead of just a "click" queue. And when I handle each event, I will have more conditions to check
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When I open REAPER I get the message "There was an error opening the audio hardware: ALSA: error opening output device". In the preferences I have ALSA selected as my audio system, with my input devic…
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Current input system sends repeat commands into game loop. This results in a world update of a fixed step size.
To smooth out player movement, instead issue command on keydown, and revoke command on …
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### Description
`Uri.ToString` throws `ArgumentOutOfRangeException` for some inputs that pass `Uri.TryCreate`. Same behavior for `.Host`, `.AbsoluteUri`, etc:
![Image](https://github.com/user-attachm…