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If it were me designing the engine, I would have made
_unhandled_input() happen AFTER the camera casts a ray, but that’s not how things operate in godot: InputEvent — Godot Engine (3.1) documentation in English
For example, in an RTS you could have a click on a unit select it, but a click on the “ground” be used for dragging the map. I could track all unhandled clicks and all physics object clicks and only pan the camera if I didn’t select a unit, but that seems hacky. I can put an area/shape attached to the camera. I use
get_tree().set_input_as_handled()but objects in the foreground don’t block the background from getting input, it seems.
Is there a preferred/better way to go about this?
I don’t know the answer to your question, but in your example, I would expect the camera to pan even if I started the drag event on a unit: Press and release without dragging (= Click): Select unit (if applicable) - Press, drag and release: Pan the camera without selecting any unit. For this to work, it would not be relevant for the background event handler whether the same event was received by any other object before: Just set the game state to “drag mode” once the mouse is dragged with a pressed button, and let units only react to the release event when not in drag mode.
Thomas Karcher | 2019-05-31 06:16