Open daruku17 opened 1 year ago
Tested, I'm getting the same results in 3.5.2 and 4.1 rc. All buttons are recognized except ZL/ZR and L/R.
Note that your reproduction code gives wrong results. Try
func _input(event):
if event is InputEventJoypadButton:
prints(event.device, event.button_index)
Even weirder on my end with Godot v4.2.1.stable - macOS 14.1.2 - Vulkan (Forward+) - integrated Apple M2 Pro - Apple M2 Pro (10 Threads)
Input.get_connected_joypads()
func _ready():
for joypad_index in Input.get_connected_joypads():
print("- ", Input.get_joy_name(joypad_index))
func _input(event):
if not event is InputEventMouse:
print(event)
I'm getting the same results as @stephanbogner .
Can you test https://github.com/godotengine/godot/pull/87925 and see if it resolves the issue for you? Note that it only has an impact on Linux.
That PR didn't resolve the issue for me. The only difference I observed is that the get_connected_joypads
doesn't return anything. Otherwise, the error as stated in the issue is the same for me too (Fedora 40).
Godot version
v3.5.2.stable.official[170ba337a], v4.0.3.stable.official [5222a99f5]
System information
Linux Mint 21.1 x86_64
Issue description
Godot does not recognize the ZR and R button of the right joy con when assigning the buttons to an action on the input map in the project settings. The SL, ZL, L, -(minus), arrow up, arrow left of the left joycon also can't be recognized by the engine. I also tried to print the button id in the _input() function but nothing happened for the buttons I mentioned before.
However the Godot version v3.2.3.stable.custom_build from the Linux apt is able to recognize every button pressed on every joycon and everything works fine. This can be installed with sudo apt install godot3
Steps to reproduce
func _input(event): for i in range(0, 20): if Input.is_joy_button_pressed(0, i): print(str(i))
Minimal reproduction project
N/A