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Modify projects to use all.input_binding #73

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aglitchman opened this issue May 11, 2025 · 3 comments · May be fixed by #77
Open

Modify projects to use all.input_binding #73

aglitchman opened this issue May 11, 2025 · 3 comments · May be fixed by #77

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@aglitchman
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Is your feature request related to a problem? Please describe.
I want to add a “panning” and “pinch to zoom” feature to the orbit_camera.script. For example, panning requires the shift button or the middle mouse button. This would require a modification to game.input_binding of the orbit camera example.

I noticed that the script is useful, used in many examples and I plan to use it in my next 3d examples.

Question - in all examples that use orbit_camera.script, will I have to modify input_binding? Would it be better to switch these projects to all.input_binding from builtins?

The community (and us too) use all.input_binding by default in all our projects, as you don't have to look for a reason why some button is not pressed. Plus, keys naming in code becomes universal across all projects, extensions and examples. This is very practical.

Describe the solution you'd like
Change input bindings in almost all examples (but not about input, obviously) to input bindings from builtins.

Describe alternatives you've considered
Add new keys to the input bindings in the project.

@britzl
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britzl commented May 12, 2025

I don't mind this change, but it will take some time to go through all examples...

@aglitchman
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I'm ready to do that 🙌🏻 - just needed to know if the idea was good or not.

@britzl
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britzl commented May 13, 2025

I'm ready to do that

Go for it!

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