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# Objective Fixes #170. Currently, the movement in examples like `move_marbles` and `cubes` is frame rate dependent because they are running in `Update` but don't use delta time. `basic_dynamic_character` and `basic_kinematic_character` on the other hand run in the `PhysicsSchedule`, but this can cause issues with missed inputs as reported in #170. The character controllers are also perhaps too basic and don't reflect real usage well, and the movement code isn't great and it doesn't support WASD. ## Solution - Put all movement systems in `Update` and use delta time (alternatively, you could send input events in `Update` and have another system handle the movement in the `PhysicsSchedule`) - Refactor input handling to be cleaner and to support WASD as well as arrow keys - Refactor character controller examples with `CharacterControllerBundle` and configuration options - Fix some meshes not being rendered due to `clone_weak`
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