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Include an option to adjust the sensitivity of controls

Open GodotWildJam opened this issue 4 years ago • 1 comments

There is no one-size-fits-all sensitivity level. As well as personal preference, some gamers have a restricted range of movement so require very high sensitivity, others have difficulty with precision so require very low sensitivity, more still use alternative input devices (such as a head mouse) that have different sensitivity requirements to regular controllers. The option to reduce sensitivity can also reduce the impact of simulation sickness.

Although PC/Mac operating systems offer sensitivity controls, these are within system settings which are only seen by advanced users, and consoles do not offer a system-wide setting at all. Different games also require different levels of sensitivity. Allow players to set it at game level, and offer a wide range of sensitivity. This applies to all types of input – mouse, touch, tilt, analogue stick, ideally gesture too.

More Information

GodotWildJam avatar Jun 10 '21 14:06 GodotWildJam

As far as I'm aware, Godot doesn't come with built-in settings to update when a user adjusts an input sensitivity slider (for example). I think it is more common to handle it with custom camera code, in the case of 3D games.

If we want to provide users with an out-of-the-box solution, then I think we'll need establish how the state of the input sensitivity is persisted between scenes. I've opened this related issue: https://github.com/GodotWildJam/gwj-accessibility-scripts/issues/11

Maaack avatar Oct 09 '24 20:10 Maaack