I have a system (let's call it game_event
) that consumes input events from various sources (keyboard, gamepad, etc) and maps them to game-specific events (move, jump, etc). My understanding is that if I add my game_event
system to the EVENT
stage, then it will run in parallel with the input system, delaying the reading of input events by a frame. The obvious solution would be to add the game_event
system to the PRE_UPDATE
stage, but it's unclear whether or not doing so is a good idea—I assume an EVENT
stage exists for a reason.
If I add a system that emits events to a stage following the EVENT
stage, will that delay the reading of those events by systems in subsequent stages?