OS/device including version:
Windows 10, Razer Blade 15 (intel core i7, NVIDIA GeForce RTX 2070 w/ Max-Q)
Issue description:
The ibuffalo snes controller as well as the 8bitdo sn30 are recognized by Godot calls of Input.get_joy_name()
Godot recognizes button presses
But Godot does not seem to recognize releases of the D-PAD buttons
For example, if you press D-PAD Down (joy button 13), and call print(Input.is_joy_button_pressed(0, 13)) in _process() to debug, you'll see that it remains true even after you release
The face buttons correctly release, but the D-PAD buttons, do not
Steps to reproduce:
See above
Additional notes:
A player of my published project also reported receiving this error in their logs when trying to use the ibuffalo snes controller. I suspect it's related:
Godot Engine v3.2.3.stable.custom_build - https://godotengine.org
OpenGL ES 3.0 Renderer: Radeon RX 580 Series
**ERROR**: Condition "output_button == JOY_INVALID_OPTION && output_axis == JOY_INVALID_OPTION" is true. Continuing.
At: main\input_default.cpp:1142:InputDefault::parse_mapping() - Condition "output_button == JOY_INVALID_OPTION && output_axis == JOY_INVALID_OPTION" is true. Continuing.
Godot version: v.3.2.3 custom build (GodotSteam v3.8.1)
OS/device including version: Windows 10, Razer Blade 15 (intel core i7, NVIDIA GeForce RTX 2070 w/ Max-Q)
Issue description:
ibuffalo snes controller
as well as the8bitdo sn30
are recognized by Godot calls ofInput.get_joy_name()
print(Input.is_joy_button_pressed(0, 13))
in_process()
to debug, you'll see that it remainstrue
even after you releaseSteps to reproduce: See above
Additional notes:
A player of my published project also reported receiving this error in their logs when trying to use the ibuffalo snes controller. I suspect it's related: