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Objective
Fixes #170.
Currently, the movement in examples like
move_marbles
andcubes
is frame rate dependent because they are running inUpdate
but don't use delta time.basic_dynamic_character
andbasic_kinematic_character
on the other hand run in thePhysicsSchedule
, but this can cause issues with missed inputs as reported in #170.The character controllers are also perhaps too basic and don't reflect real usage well, and the movement code isn't great and it doesn't support WASD.
Solution
Update
and use delta time (alternatively, you could send input events inUpdate
and have another system handle the movement in thePhysicsSchedule
)CharacterControllerBundle
and configuration optionsclone_weak