Closed nickgirga closed 3 years ago
I actually found a default bind in KDE that uses Control + Alt + A: Kwin > Activate Window Demanding Attention. It appears to not do anything when no windows are demanding attention (which is what led me to believe I didn't have anything bound to it). After disabling that shortcut, the test project actually works as intended in Godot. That being said, knowing system shortcuts interfere with Godot's input system and that Control + Alt + A is a common one for systems using KDE (a pretty common desktop environment), it's probably best to avoid using that key combination.
As this issue isn't necessarily an inherent problem with Godot, I'm closing it.
Godot version:
Tested on v3.2.3.stable.flathub and v3.2.3.stable.official
OS/device including version:
(Pulled from Steam > Help > System Information)
Issue description:
When making a first person shooter that features sprinting (shift), walking (alt), and crouching (control), I noticed my movement would get a bit wacky when transitioning from crouching to walking while moving left. I realized this was because I was pressing Control + Alt + A, which is sometimes used as a shortcut (although I don't have one bound to that on my system). I created a simple test project to test my theory and I was correct.
Steps to reproduce: Write a basic script to test if pressing A will be detected if Control and Alt are being held. For a control, use the exact same logic to test other key combinations. Observe that it is not possible to detect if Control and Alt are being held while pressing A.
Minimal reproduction project:
Test Godot Project.zip