diff --git a/core/input/input.cpp b/core/input/input.cpp index ed9debee85f..91378591b0a 100644 --- a/core/input/input.cpp +++ b/core/input/input.cpp @@ -890,8 +890,9 @@ void Input::action_press(const StringName &p_action, float p_strength) { // Create or retrieve existing action. ActionState &action_state = action_states[p_action]; + // As input may come in part way through a physics tick, the earliest we can react to it is the next physics tick. if (!action_state.cache.pressed) { - action_state.pressed_physics_frame = Engine::get_singleton()->get_physics_frames(); + action_state.pressed_physics_frame = Engine::get_singleton()->get_physics_frames() + 1; action_state.pressed_process_frame = Engine::get_singleton()->get_process_frames(); } action_state.exact = true; @@ -908,7 +909,8 @@ void Input::action_release(const StringName &p_action) { action_state.cache.pressed = 0; action_state.cache.strength = 0.0; action_state.cache.raw_strength = 0.0; - action_state.released_physics_frame = Engine::get_singleton()->get_physics_frames(); + // As input may come in part way through a physics tick, the earliest we can react to it is the next physics tick. + action_state.released_physics_frame = Engine::get_singleton()->get_physics_frames() + 1; action_state.released_process_frame = Engine::get_singleton()->get_process_frames(); action_state.device_states.clear(); action_state.exact = true;