[Merged by Bors] - Fix gamepad connection system ordering#4313
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alice-i-cecile
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alice-i-cecile
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I agree with this logic; it's nice to stamp out one more obviously incorrect system order ambiguity.
bevy_input: Fix gamepad connection system ordering
mockersf
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Mar 29, 2022
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# Objective - Part of the splitting process of #3692. ## Solution - Change the `gamepad_connection_system` to run after the `InputSystem` label. ## Reasons I changed the `gamepad_connection_system` to run after the `InputSystem` instead of in parallel, because this system checks the `GamepadEvent`s which get send inside of the `gamepad_event_system`. This means that the `gamepad_connection_system` could respond to the events one frame later, instead of instantly resulting in one frame lag. Old possible case: 1. `gamepad_connection_system` (reacts to the `GamepadEvent`s too early) 2. `gamepad_event_system` (sends the `GamepadEvent`s) New fixed ordering: 1. `gamepad_event_system` (sends the `GamepadEvent`s) 2. `gamepad_connection_system` (reacts to the `GamepadEvent`s)
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aevyrie
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# Objective - Part of the splitting process of bevyengine#3692. ## Solution - Change the `gamepad_connection_system` to run after the `InputSystem` label. ## Reasons I changed the `gamepad_connection_system` to run after the `InputSystem` instead of in parallel, because this system checks the `GamepadEvent`s which get send inside of the `gamepad_event_system`. This means that the `gamepad_connection_system` could respond to the events one frame later, instead of instantly resulting in one frame lag. Old possible case: 1. `gamepad_connection_system` (reacts to the `GamepadEvent`s too early) 2. `gamepad_event_system` (sends the `GamepadEvent`s) New fixed ordering: 1. `gamepad_event_system` (sends the `GamepadEvent`s) 2. `gamepad_connection_system` (reacts to the `GamepadEvent`s)
ItsDoot
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Feb 1, 2023
# Objective - Part of the splitting process of bevyengine#3692. ## Solution - Change the `gamepad_connection_system` to run after the `InputSystem` label. ## Reasons I changed the `gamepad_connection_system` to run after the `InputSystem` instead of in parallel, because this system checks the `GamepadEvent`s which get send inside of the `gamepad_event_system`. This means that the `gamepad_connection_system` could respond to the events one frame later, instead of instantly resulting in one frame lag. Old possible case: 1. `gamepad_connection_system` (reacts to the `GamepadEvent`s too early) 2. `gamepad_event_system` (sends the `GamepadEvent`s) New fixed ordering: 1. `gamepad_event_system` (sends the `GamepadEvent`s) 2. `gamepad_connection_system` (reacts to the `GamepadEvent`s)
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Objective
bevy_input#3692.Solution
gamepad_connection_systemto run after theInputSystemlabel.Reasons
I changed the
gamepad_connection_systemto run after theInputSysteminstead of in parallel, because this system checks theGamepadEvents which get send inside of thegamepad_event_system. This means that thegamepad_connection_systemcould respond to the events one frame later, instead of instantly resulting in one frame lag.Old possible case:
gamepad_connection_system(reacts to theGamepadEvents too early)gamepad_event_system(sends theGamepadEvents)New fixed ordering:
gamepad_event_system(sends theGamepadEvents)gamepad_connection_system(reacts to theGamepadEvents)