There’s quite some question related to ActionManager already, I am sorry to bring out yet another one.
My problem is described as titled.
I’ve followed through a set of tutorials and implemented event listeners in BABYLON.ICameraInput<T>, then in another tutorial I saw Scene.ActionManager.
My main concern is when to use which, or more specifically, use case of BABYLON.ICameraInput<T>. Maybe the ability to detach and attach? Or is it just a design choice?
I feel like they are interchangeable, both use addEventListener somewhere, ActionManager handles input in the main render loop, ICameraInput.checksInput probably also run once every loop.
and the other thing, collision/gravity etc.
You can set Scene.gravity, Mesh.checkCollisions, Mesh.moveWithCollisions, etc
on the other hand, physics engine provided these with Scene.enablePhysics(gravity), Mesh.physicsImpostor, Mesh.applyImpulse, etc
My question is do they interfere, for example, does Mesh.checkCollisions check the collisions with the Mesh.physicsImpostor. Without extensive testing I feel like they aren’t related, if they are really not related then my other question is, again, when to use which, or is it fine for me to drop Mesh.checkCollisions & moveWithCollisions completely and use physics engines-related method instead?
Sorry for the long question, thank you.