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Can anyone possibly shed light on what’s going on here?

I have an EventSystem that takes in mouseEventEntity’s that at the least have a ScreenPointComponent which holds a Vector3 position which gets the Input.mousePosition.

    public void Initialize()
    {
        dragEntityGroup = inputContext.GetGroup(InputMatcher.AnyOf(
            InputMatcher.DragSelectionMouseButtonDown,
            InputMatcher.DragSelectionMouseButtonHeld
        ));
    }

    protected override void Execute(List<InputEntity> entities)
    {
       InputEntity mouseEventEntity = entities.SingleEntity();
       ScreenPointComponent mousePosition = new ScreenPointComponent();
       mousePosition.position = mouseEventEntity.screenPoint.position;

in the above code and proceeding

//example
if (mouseEventEntity.isLeftMouseButtonHeld
&& !mouseEventEntity.isLeftMouseButtonDown)
    {
    if (dragEntity.hasDragSelectionMouseButtonHeld)
    {
        dragEntity.ReplaceDragSelectionMouseButtonHeld(mousePosition);

if I dont specifically instantiate and set mousePosition as a new ScreenPointComponent and instead use mouseEventEntitiy.screenPoint the results are very odd:

again the only dfference is the first (desired) example creates a new Entity and assigns it an existing component and the second uses the existing component. You can see it lags behind the cursor greatly especially at lower speeds.

Thanks for any assistance!

Issue Analytics

  • State:closed
  • Created 6 years ago
  • Comments:9 (4 by maintainers)

github_iconTop GitHub Comments

1reaction
ShadeSlidercommented, Jan 21, 2018

Updated my repo to eliminate this awefulness 😃

1reaction
sschmidcommented, Jan 21, 2018

I will see who added this example project and will let him/her know

Read more comments on GitHub >

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