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[Merged by Bors] - Fix gamepad connection system ordering #4313
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ghost
added
C-Bug
An unexpected or incorrect behavior
A-Input
Player input via keyboard, mouse, gamepad, and more
and removed
S-Needs-Triage
This issue needs to be labelled
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Mar 24, 2022
alice-i-cecile
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Mar 24, 2022
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I agree with this logic; it's nice to stamp out one more obviously incorrect system order ambiguity.
ghost
changed the title
Fix gamepad connection system ordering
Mar 24, 2022
bevy_input
: Fix gamepad connection system ordering
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S-Ready-For-Final-Review
This PR has been approved by the community. It's ready for a maintainer to consider merging it
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Mar 28, 2022
mockersf
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Mar 29, 2022
bors r+ |
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Mar 29, 2022
# Objective - Part of the splitting process of #3692. ## Solution - Change the `gamepad_connection_system` to run after the `InputSystem` label. ## Reasons I changed the `gamepad_connection_system` to run after the `InputSystem` instead of in parallel, because this system checks the `GamepadEvent`s which get send inside of the `gamepad_event_system`. This means that the `gamepad_connection_system` could respond to the events one frame later, instead of instantly resulting in one frame lag. Old possible case: 1. `gamepad_connection_system` (reacts to the `GamepadEvent`s too early) 2. `gamepad_event_system` (sends the `GamepadEvent`s) New fixed ordering: 1. `gamepad_event_system` (sends the `GamepadEvent`s) 2. `gamepad_connection_system` (reacts to the `GamepadEvent`s)
bors
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changed the title
Fix gamepad connection system ordering
[Merged by Bors] - Fix gamepad connection system ordering
Mar 29, 2022
aevyrie
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Jun 7, 2022
# Objective - Part of the splitting process of bevyengine#3692. ## Solution - Change the `gamepad_connection_system` to run after the `InputSystem` label. ## Reasons I changed the `gamepad_connection_system` to run after the `InputSystem` instead of in parallel, because this system checks the `GamepadEvent`s which get send inside of the `gamepad_event_system`. This means that the `gamepad_connection_system` could respond to the events one frame later, instead of instantly resulting in one frame lag. Old possible case: 1. `gamepad_connection_system` (reacts to the `GamepadEvent`s too early) 2. `gamepad_event_system` (sends the `GamepadEvent`s) New fixed ordering: 1. `gamepad_event_system` (sends the `GamepadEvent`s) 2. `gamepad_connection_system` (reacts to the `GamepadEvent`s)
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ItsDoot
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Feb 1, 2023
# Objective - Part of the splitting process of bevyengine#3692. ## Solution - Change the `gamepad_connection_system` to run after the `InputSystem` label. ## Reasons I changed the `gamepad_connection_system` to run after the `InputSystem` instead of in parallel, because this system checks the `GamepadEvent`s which get send inside of the `gamepad_event_system`. This means that the `gamepad_connection_system` could respond to the events one frame later, instead of instantly resulting in one frame lag. Old possible case: 1. `gamepad_connection_system` (reacts to the `GamepadEvent`s too early) 2. `gamepad_event_system` (sends the `GamepadEvent`s) New fixed ordering: 1. `gamepad_event_system` (sends the `GamepadEvent`s) 2. `gamepad_connection_system` (reacts to the `GamepadEvent`s)
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Labels
A-Input
Player input via keyboard, mouse, gamepad, and more
C-Bug
An unexpected or incorrect behavior
S-Ready-For-Final-Review
This PR has been approved by the community. It's ready for a maintainer to consider merging it
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Objective
bevy_input
#3692.Solution
gamepad_connection_system
to run after theInputSystem
label.Reasons
I changed the
gamepad_connection_system
to run after theInputSystem
instead of in parallel, because this system checks theGamepadEvent
s which get send inside of thegamepad_event_system
. This means that thegamepad_connection_system
could respond to the events one frame later, instead of instantly resulting in one frame lag.Old possible case:
gamepad_connection_system
(reacts to theGamepadEvent
s too early)gamepad_event_system
(sends theGamepadEvent
s)New fixed ordering:
gamepad_event_system
(sends theGamepadEvent
s)gamepad_connection_system
(reacts to theGamepadEvent
s)