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Note that nowadays, using Input.get_axis() (cross deadzone1) and Input.get_vector() (circular deadzone2) is recommended instead of separate Input.get_action_strength() calls.
Footnotes
Recommended for player movement, so you can walk in a straight line. ↩
Issue description:
I am trying to replicate and understand the project as a Godot beginner, it is a mine of information on best practices.
One issues puzzles me with no solution after a lengthy research that all directed me to a fix which diverges from the demo that works fine.
The issues lies with the compute of motion in player_input.gd, here is what I need to use for the character to go in the "good direction"
whereas the demo make use of:
Is there some trick that I am oblivious to ? If so, maybe we could comment the source code of player_input.gd to explain the process.
Thanks.
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