Closed thardwardy closed 8 months ago
Thanks for the report 🙏 sorry for the obvious question, but did you try clicking on top of the "button" to remap it? (I assume so, asking just in case).
Also, I might do a rewrite on the future to use the win32api for input (so it works with any device regardless of Godot limitations), and check input on a separate thread (so it's FPS independent, and I can lock the FPS to the monitor's refresh rate, saving resources). This should fix that hopefully, but won't be coming anytime soon due to being busy IRL
yup, I was able to map other buttons to it
Okay, can you test this app and see how the up strum is detected there (if at all)? https://drive.google.com/file/d/1Y24TnrmKv_N2NbDCRiiirn4XgZ80Kd4V/view?usp=drive_link
This is Godot's official Joypads demo, what's shown there is how Godot reads your controller input.
If the upstrum is seen as an axis, that would be why it doesn't work, as my viewer only detects buttons and d-pad right now. That means i'll have to implement not only reading axes but also calibration (so whammy/tilt aren't wrongly detected as pressed when they're not). Annoying but feasible
If the upstrum is just not detected at all, use mariko's in the meantime, because you'll have to wait for the win32api rewrite (fun!!!!!!!!!!)
ah yup, it's axis 4. take your time, no rush
everything else works fine