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