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UI focus change is triggered too often when using gamepad analog stick to navigate menus (does not occur with D-pad or keyboard) #54959
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This was implemented by #31880, and it works in some projects I've developed such as https://github.com/Calinou/escape-space. |
I just checked it on your game Escape space, the left stick navigation issue is here too. See flv video of menu screen: |
This was confirmed here: https://godotengine.org/qa/120771/analog-stick-rapidly-changes-focus-of-ui-nodes |
I'm adding a junior job tag for anybody who would be interested in investigating the issue (see my comment above). Note that fixing the issue itself will probably be a bit involved and might not be a fit for junior job. |
I'm looking into bisecting this issue. Edit: I've bisected between faf3f88 (good) and 207fb16 (bad) and couldn't reproduce this in https://github.com/Calinou/escape-space with any of the commits… I'll let someone else do the bisecting. |
Is the current workaround to detect unhandled analogue stick events and handle their conversion to |
Oh, that's actually my bad and I think I know how to fix it. Should I do it on master or 3.x? @akien-mga Also, I don't know if this is off-topic. I said I can fix it which means I can make analog stick works as before( push stick and focus will move once, release it and push again to move focus again) while keyboard input will still work as my PR's purpose. But Having to push and release and push again to move focus in UI navigation is definitely annoying and a long-term issue(Since this problem is being fixed and regressed times, See #26853, #31880, #44456). Can we find a way to actually fix this? #26825 is a related issue, I think it should be reopened. |
If the code is different, you can do two PRs, one for
This should be opened as a proposal on https://github.com/godotengine/godot-proposals. Adding a delayed echo system for joypad input in the UI can definitely be interesting but it would be more of a new feature/enhancement than a bugfix. |
Done for 3.x. Seems UI focus is broken in master, will do later. |
Fixed by #55480. |
Reopening, as this issue is still present in |
Maybe it's a little too later But #59575 ;) |
Is this missing from 4.0? |
Hello, I believe this is happening in 4.0.3 stable. For me, it is happening using the D-pad and analog stick, but is not happening when using the keyboard. |
This still seems to be an issue in v4.2 (custom build) [571cd0e] |
This seems to be happening again in 3.6. What workarounds are available? |
Godot version
3.4 stable
System information
Windows10, Nvidia
Issue description
Navigating a menu with gamepad left stick axis is impossible using the default settings.
Cannot focus on controls in the usual manner.
I've encountered this on older versions too.
Steps to reproduce
1)Create a few contols on a 2D scene.
2)add gamepad left stick axis down to 'ui_down' & gamepad left stick axis up to 'ui_up' in Input under project settings
3)Try to navigate the controls using the left axis
4)Note you cannot focus like normal (like the way D-Pad works OK)
Minimal reproduction project
Small sample project: https://ufile.io/uqvtj8wq
Bugsquad edit: Re-uploaded to GitHub: GamepadFocusBug3_4.zip
Open project, run scene.
Click the first checkbox control with mouse.
Now try to use left stick axis on gamepad to navigate up and down the controls. Its impossible!
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