Marcel Admiraal
Marcel Admiraal
Yes, it's still relevant. It still fixes both #19353 and #29320, which are both still valid issues.
I created a proposal about creating configurable axis dead zones before coming across and reading this issue: https://github.com/godotengine/godot-proposals/issues/3709 Please feel free to add your suggestions to what needs to be...
I would add #38759.
Possibly related to #44721. I don't have access to a PS4 controller; so, to help with troubleshooting, please provide the output (which button number or numbers is reported to be...
@mapedorr I'm struggling to understand what the problem is and it's difficult to tell from the video what is happening vs what is expected. With the joystick connected, please complete...
@mapedorr Just to clarify: It's behaving as if you've released the button when you haven't, but you don't see that in the Joypads Demo?
This may be a duplicate of #43674 i.e. the `action_strength` is being reset to zero by the joystick due to a lack of a functioning deadzone.
@mapedorr Does the problem go away if you remove the axis mappings from the Input Map `move_*` mappings? @robertarnborg Do you also have D-Pad and Joystick movements mapped to the...
Mapping multiple keys or a key and an axis to a single action is known to cause issues: see #30888 and #39287. #30890 updated the documentation for `is_action_pressed()` to highlight...
@mapedorr @robertarnborg I've created a PR (#47599) that should fix this problem. However, I don't have a PS4 controller to test it with. Please test it for us.