AbilityPlugin
cannot be run in the FixedUpdate
schedule
#36
Labels
enhancement
New feature or request
AbilityPlugin
cannot be run in the FixedUpdate
schedule
#36
What problem does this solve?
I want all of my game logic, including cooldown management, to occur in the
FixedUpdate
schedule to ensure framerate independence.What solution would you like?
When constructing
AbilityPlugin
, pass in an optionalScheduleLabel
.If this is
FixedUpdate
, everything works perfectly.[Optional] How could this be implemented?
Once (🥺) bevyengine/bevy#8964 is merged, this will be trivial: just use the same
Time
resource in both places.Until then, we could implement this manually by making two copies of each of our systems.
[Optional] What alternatives have you considered?
Users can work around this currently by not adding the plugin, or any of the premade systems, and instead copy-pasting and modifying the existing systems.
Note that running your game logic in
FixedUpdate
for an input-sensitive game is questionable in the first place currently, due to bevyengine/bevy#7691The text was updated successfully, but these errors were encountered: