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Fix key bindings in 3d_gizmos example after camera controller (#14812)
# Objective Fixes #14811 ## Solution - Switch `D` to `T`: `T` for "on top of" - Switch `A` to `B`: `B` in "AABB", or "boxes" ## Testing - Ran the example locally - Checked the key bindings that the camera controller uses and made sure we're not using them in the 3d_gizmos example anymore After: <img width="1278" alt="image" src="https://github.com/user-attachments/assets/4f558d09-5acf-4eb8-8ece-6d4297e62c9f">
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1 changed files with 4 additions and 4 deletions
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@ -58,12 +58,12 @@ fn setup(
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// example instructions
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commands.spawn(
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TextBundle::from_section(
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"Press 'D' to toggle drawing gizmos on top of everything else in the scene\n\
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"Press 'T' to toggle drawing gizmos on top of everything else in the scene\n\
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Press 'P' to toggle perspective for line gizmos\n\
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Hold 'Left' or 'Right' to change the line width of straight gizmos\n\
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Hold 'Up' or 'Down' to change the line width of round gizmos\n\
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Press '1' or '2' to toggle the visibility of straight gizmos or round gizmos\n\
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Press 'A' to show all AABB boxes\n\
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Press 'B' to show all AABB boxes\n\
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Press 'U' or 'I' to cycle through line styles for straight or round gizmos\n\
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Press 'J' or 'K' to cycle through line joins for straight or round gizmos",
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TextStyle::default(),
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@ -166,7 +166,7 @@ fn update_config(
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keyboard: Res<ButtonInput<KeyCode>>,
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time: Res<Time>,
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) {
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if keyboard.just_pressed(KeyCode::KeyD) {
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if keyboard.just_pressed(KeyCode::KeyT) {
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for (_, config, _) in config_store.iter_mut() {
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config.depth_bias = if config.depth_bias == 0. { -1. } else { 0. };
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}
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@ -234,7 +234,7 @@ fn update_config(
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};
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}
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if keyboard.just_pressed(KeyCode::KeyA) {
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if keyboard.just_pressed(KeyCode::KeyB) {
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// AABB gizmos are normally only drawn on entities with a ShowAabbGizmo component
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// We can change this behaviour in the configuration of AabbGizmoGroup
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config_store.config_mut::<AabbGizmoConfigGroup>().1.draw_all ^= true;
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