In player scripts I found strange for me Binding:
ContextActionService:BindActionToInputTypes("forwardMovement", moveForwardFunc, false, Enum.PlayerActions.CharacterForward)
ContextActionService:BindActionToInputTypes("backwardMovement", moveBackwardFunc, false, Enum.PlayerActions.CharacterBackward)
ContextActionService:BindActionToInputTypes("leftMovement", moveLeftFunc, false, Enum.PlayerActions.CharacterLeft)
ContextActionService:BindActionToInputTypes("rightMovement", moveRightFunc, false, Enum.PlayerActions.CharacterRight)
ContextActionService:BindActionToInputTypes("jumpAction", jumpFunc, false, Enum.PlayerActions.CharacterJump)
does this work same as:
ContextActionService:BindActionToInputTypes("forwardMovement", moveForwardFunc, false, Enum.KeyCode.W)
ContextActionService:BindActionToInputTypes("backwardMovement", moveBackwardFunc, false, Enum.KeyCode.S)
ContextActionService:BindActionToInputTypes("leftMovement", moveLeftFunc, false, Enum.KeyCode.A)
ContextActionService:BindActionToInputTypes("rightMovement", moveRightFunc, false, Enum.KeyCode.W)
ContextActionService:BindActionToInputTypes("jumpAction", jumpFunc, false, Enum.KeyCode.Space)
or this have additional functions, or PlayerActions just better than KeyCode? (If they better, can you explain me, why?)