That depends on the game. Most of them are done like this only mainly because when you put controller bindings also to the input mapping. 1. Because if you move the controller's stick up and down it give values in Y axis(-1 to 1) and if left and right it give values in X axis (-1 to 1). Hence to match with that I put the Y (0,1) values in W and S and X (1,0)values in A and D. 2.Though it is very easy to change, just @22:33 multiply the correct action value to forward and right input vecotrs and you will get what you need. 3. For me understanding this was a issue also at starting but this trick helped , if you imagine a 2d axis graph laid out on keyboard you will get X (horizontal axis) as A and D and Y (vertical axis) as W and S so you supply those Y values to forward movement which is W and X values to lateral movement which is A and D. 4. In Input Mapping swizzling is not to be confused with direction axis it is just a 2d vector giving out a value. we just want a particular Input binding to give values in a different component of 2D vector. because one component lets take X can be assigned to only one Input at a time like A and if we negate it then we assign it to D. so now I cant assign this X component value to W and S right and if we do then our player will move in diagonal direction . Hope this helps.
If the forward axis is x, then why the input 'W' (1,0) should be swizzled? Isn't the sizzling results in (0,1) which seems to be lateral not forward?
That depends on the game. Most of them are done like this only mainly because when you put controller bindings also to the input mapping.
1. Because if you move the controller's stick up and down it give values in Y axis(-1 to 1) and if left and right it give values in X axis (-1 to 1). Hence to match with that I put the Y (0,1) values in W and S and X (1,0)values in A and D.
2.Though it is very easy to change, just @22:33 multiply the correct action value to forward and right input vecotrs and you will get what you need.
3. For me understanding this was a issue also at starting but this trick helped , if you imagine a 2d axis graph laid out on keyboard you will get X (horizontal axis) as A and D and Y (vertical axis) as W and S so you supply those Y values to forward movement which is W and X values to lateral movement which is A and D.
4. In Input Mapping swizzling is not to be confused with direction axis it is just a 2d vector giving out a value. we just want a particular Input binding to give values in a different component of 2D vector. because one component lets take X can be assigned to only one Input at a time like A and if we negate it then we assign it to D. so now I cant assign this X component value to W and S right and if we do then our player will move in diagonal direction .
Hope this helps.
@ so it is about the competing conventions. Thanks for the clarification.
@@RVVNNT Yes. You're welcome.☺☺