SwiftGodot: Bad linkage for input?

I have a node that is taking in input which definitely exists but I end up getting errors from Godot that they don’t exist.

Screenshot 2023-05-30 at 7 59 23 AM

Basically just

        var movementInputVector = Input.shared.getVector(negativeX: "move_left", positiveX: "move_right",
                                                         negativeY: "move_forward", positiveY: "move_back")

About this issue

  • Original URL
  • State: closed
  • Created a year ago
  • Comments: 18 (18 by maintainers)

Most upvoted comments

@alicerunsonfedora yeah, it was a particular gdextension thing, but it’s kind of funny to get used to everything being a @tool