godot_input_helper icon indicating copy to clipboard operation
godot_input_helper copied to clipboard

Steam Input

Open snoopdouglas opened this issue 2 years ago • 1 comments

Please shoot down this feature request if it's out of scope (which it probably is), but: Steam Input is something that's always been a pain when developing with Godot. When in use, there are scenarios where Godot will see a keyboard rather than a controller, or always thinks an Xbox controller is connected, and of course the user might've remapped everything - and the only way it looks like we'd know is by querying the Steam API.

Rather than implementing a custom solution with GodotSteam - which looks like it'd be complex enough, as it doesn't seem to plug into Godot's Input - would it be possible to detect Steam Input fudgery using this plugin, somehow?

snoopdouglas avatar Dec 05 '21 19:12 snoopdouglas

I haven't had any dealings with Steam just yet. When I get there I'll have to do some research and see what I can come up with (unless someone has generously worked it out for me by then lol)

nathanhoad avatar Dec 05 '21 23:12 nathanhoad