It’s a crate for dynamic and contextual input mappings for Bevy, inspired by Unreal Engine Enhanced Input.
Some highlights:
- Action events now have statically known types (
bool
,f32
,Vec2
orVec3
), depending on the action configuration. - Assigning inputs, modifiers, and conditions now works like Bevy systems: you can pass multiple items in tuples.
- Binding presets now structs.
- Many ergonomic improvements for passing input.
I didn’t plan all of these, but a user suggested these ideas and contributed PRs for most of them! I couldn’t resist 😅
I’ve drafted two releases:
- 0.3.0 includes all the improvements.
- 0.4.0 updates to Bevy 0.15.0.
This way, you can address the breaking changes in 0.3.0 before updating to Bevy 0.15.0, avoiding the need to handle everything at once.
Bevy is multiplatform, right?
So could one develop a keyboard mouse sharing tool (like barrier or synergy) with this?