It’s a crate for dynamic and contextual input mappings for Bevy, inspired by Unreal Engine Enhanced Input. We use it for Project Harmonia, but it’s general-purpose.

After some brainstorming with Alice (the author of LWIM), I replaced trait-based context creation with triggers. It was quite a significant refactor, but defining reloadable bindings in observers is so convenient.

There are also other minor ergonomic improvements and bugfixes. See the changelog for more details.

📜Full changelog 📦bevy_enhanced_input

  • CodeBlooded
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    6 days ago

    I was just getting into creating this very thing for my project. I might have to pivot and check this out!