Synchronize Inputs Events
Waits for all input events to be processed by flushing any buffered input events and then awaiting a full cycle of both the process and physics frames.
This is typically used to ensure that any simulated or queued inputs are fully processed before proceeding with the next steps in the scene.
It’s essential for reliable input simulation or when synchronizing logic based on inputs.
await_input_processed
The await_input_processed function do wait until all input events are processed.
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### Waits for all input events are processed func await_input_processed() -> void:
Here is an example of how to use simulate_frames:
var runner := scene_runner("res://test_scene.tscn") # Simulates key combination ctrl+C is pressed runner.simulate_key_pressed(KEY_C, false, true) # finalize the input event processing await await_input_processed()
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/// <summary> /// A utility to synchronize the current thread with the Godot render thread. /// This can be used to await the completion of a single render frame in Godot. /// </summary> public static SignalAwaiter SyncProcessFrame
Here is an example of how to use SimulateFrames:
ISceneRunner runner = ISceneRunner.Load("res://test_scene.tscn"); // Simulates key combination ctrl+C is pressed runner .SimulateKeyPress(Key.Ctrl) .SimulateKeyPress(Key.C); // finalize the input event processing await ISceneRunner.SyncProcessFrame;