//! Shows handling of gamepad input, connections, and disconnections. use bevy::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Update, gamepad_system) .run(); } fn gamepad_system(gamepads: Query<(Entity, &Gamepad)>) { for (entity, gamepad) in &gamepads { if gamepad.just_pressed(GamepadButton::South) { info!("{:?} just pressed South", entity); } else if gamepad.just_released(GamepadButton::South) { info!("{:?} just released South", entity); } let right_trigger = gamepad.get(GamepadButton::RightTrigger2).unwrap(); if right_trigger.abs() > 0.01 { info!("{:?} RightTrigger2 value is {}", entity, right_trigger); } let left_stick_x = gamepad.get(GamepadAxis::LeftStickX).unwrap(); if left_stick_x.abs() > 0.01 { info!("{:?} LeftStickX value is {}", entity, left_stick_x); } } }