Allow mocking inputs for Gamepad
#16221
Labels
A-Input
Player input via keyboard, mouse, gamepad, and more
C-Usability
A targeted quality-of-life change that makes Bevy easier to use
P-Regression
Functionality that used to work but no longer does. Add a test for this!
Milestone
What problem does this solve or what need does it fill?
After #15685 it became inconvenient to mock inputs. On 0.14 we could call
set_pressed
orset
. But these methods are no longer exposed.It's still possible to do this by sending events, but it's inconsistent with the rest of the input and not very ergonomic.
What solution would you like?
I would like to bring back
set_pressed
andset
.Additional context
There is a similar issue regardless gamepad creation that predates the gamepads rework: #4911. Could be solved by adding a constructor for
Gamepad
component.The text was updated successfully, but these errors were encountered: