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Support gamepad input #35
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Thanks for looking into this :) Need to buy a new gamepad :D |
Godot had gamepad support before 2.0 even if it needed a bit of work, so I think it's crucial we reimplement the support if it's now missing. I mean aside from my own self interests in developing gamepad oriented games. I haven't tried the 2.0 beta yet, so I'm unsure how it's changed. akien: I recommend getting a Zhidong N, which allows for switching between Direct Input & X Input driver modes, great for testing this very scenario so you can get many controllers working just from testing the one controller. It's also great if you something that works with damn near every game old or new :) Only issue is it's binding is not like the 360, which the XInput drivers were obviously designed after so some games that don't have binding options just assume it must be the same buttons :/ |
Well Godot still has gamepad support, and enhanced a lot by @Hinsbart actually :) |
Well, on windows and linux the gamepad situation changed quite a bit. OSX on the other hand still completely lacks joystick support. See this database for a list of included mappings. So seeing that this project needs godot 2.0 to run, I don't think it's a good idea to code for any case other than the default gamepad layout. Also: |
Getting the name of a button/axis is not possible currently, but might be a nice idea actually. thanks :) |
As the title says, I think (local-) multiplayer games like this are best played with gamepads in front of a tv ^^
I tried to do this by simply adding gamepad bindings to the project settings, but it seems they are overwritten by the config system which only supports keyboard input using scancodes.
So the changes would be a bit more intrusive...
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