well would be anonymous from godot, just not google :(
neco arc
amogus
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yessss looking forward to touch input for these control nodes
neco arc@lemmy.worldto
Fediverse@lemmy.world•What would you like to see on the Fediverse?English
3·1 month agoneocities?
neco arc@lemmy.worldto
Games@lemmy.world•Game suggestions: Downvote any game you've heard of beforeEnglish
1·1 month agofunnily enough I only found out about this game from listening to +TEK
devlog 3? where are the others?
neco arc@lemmy.worldto
Games@lemmy.world•Any good indie games on steam? Can be any genre.English
2·2 months agoive sunk almost 100 hours into Inscryption (deck building roguelike)
neco arc@lemmy.worldto
Godot@programming.dev•How do people handle keyboard and mouse Input?
2·3 months agoyea honestly JaN0h4ck’s advice by moving the input check into is probably what you’d want to have a crack into trying otherwise for cleaning up code I would recommend 100% using Godot’s actions so instead of doing an if statement for checking InputEventMouseButton and if its pressed or not and then checking the button index, just use an event.is_action_[pressed/released], or you check if the event is an action type and then call a separate function passing the event in to check the action just to make your _input function a little cleaner by only having the logic for the non button events happening in there
also considering how much youre calling camera.get_global_mouse_position() and whatnot, I feel like you may as well just set a variable at the top of the func for it, having the space for that would also help if you were to look into any other “mouse” position stuff such as touch screen inputs or virtual pointers from a controller
neco arc@lemmy.worldto
Godot@programming.dev•How do people handle keyboard and mouse Input?
13·3 months agorecommend using godot’s action system instead of checking for specific button inputs https://docs.godotengine.org/en/stable/getting_started/first_3d_game/02.player_input.html#creating-input-actions since it can more easily allow for controller support and remapping, unless there’s a reason you are checking for specific keys? also is there a reason to using _unhandled_input() over _input()? Otherwise I would also recommend moving some of this logic into separate functions as a start

depends how good youre wanting it to be, I mostly use it for 3D projects and haven’t really had any issues