Attention | Topic was automatically imported from the old Question2Answer platform. | |
Asked By | Rxel | |
Old Version | Published before Godot 3 was released. |
What i know:
in GDScript i can access the Mouse-Motion-Input by
setting the [set_process_input(true)] and catch the
memers in the [func _input(event)] (eg. event.relative_x)
Question:
is it possible to access the Mouse-Motion-Input
right in the [func _fixed_process(delta)] and get
it syncronized to the physics-loop?
What i have tested:
iam able to pass the Mouse-Motion-Data from
[func _input(event)] to [func _fixed_process(delta)]
but that is in my opinion not a good a approach.
While testing this i encountered some erratic
camera movements.
.
QUESTION (1) about a First-Person-Controller:
.
calling [get_node(“yaw”).set_rotation…] or similar
right in the [func _input(event)] is not working correct
because it is not updatetd in the right momement by
the Physic-Engine.
As an example: a object (Laser-Gun) with Collision-Shape
parented to the Camera probably is not detecting
the collison in a right way, because it happens that
anytime it´s not synced with the physics-loop.
→ Question:
Iam right or iam wrong?
.
QUESTION (2) about a First-Person-Controller:
.
To move the First-Person-Camera with
[.set_rotation] is a good approach or is it not?
When i use that i “rasterize” my movement.
—> Question:
How to get a fluent movement?