Open EliteMasterEric opened 1 month ago
curious, what controller are you using?
Playstation 4 Dual Shock
It happens to me too, having the PS4 controller
I've been meaning to debug this with a friend's dualshock 4, gyro is managed by SDL and buttons should be handled independently by Godot own input system this happens both over bluetooth and wired right?
Yes, but Godot's Input System is also based on SDL2/3
For what that understand Godot only uses the SDL mapping database, input itself is handled separately (dinput or xinput not sure) there is no actual SDL code in Godot. https://x.com/reduzio/status/1770037294486958413
Yes, use that
What causes the problem?
My theory, is that when the dualshock 4 is accessed from SDL and another input system at the same time it causes some kind of conflict ( haven't been able to get a hold on a ps4 controller to test)
Which is strange because they used to work together, if there is a bug in Godot's input system that conflicts?
Which is strange because they used to work together, if there is a bug in Godot's input system that conflicts?
so this issue is recent? the plugin used to fine for you at some point?
Yes
Yes
Sorry for having more question that answers, but do you have any clue of what could have changed? this project hasn't have mayor updates since i posted it, did you update your Godot, does it work again in previous versions? (minimum for this plugin should be 4.1) any info on this could help me pinpoint the issue
Well...I used Godot 4.2 (it worked before)
Maybe add C++ bindings for the Godot script API for Godot 4.2
On windows, in my project, it seems inconsistent, but either Gyro will work or Godot button/axis inputs will work, not both together