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Switch Pro Controller Input Issues #496
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Had the same issue (#488), with the exception of the Pause button causing duplicated buttons for the Jump action (already ensured there aren't any Input Remappers conflicting). I also provided a solution by setting a cvar that switches Face Button layout based on Controller Type while on menus, using yquake2/yquake2@9e07dc2 as inspiration. The bigger problem would be QTE sequences or Reaction Plates/Jump Selectors, where it can messed up muscle memory. edit: to clarify; I'm referring to the Face Buttons being reversed when using Nintendo Switch controller. As this sourceport moved the usual A Button (In "Xbox" terms) over to B Button (also, in Xbox terms). That makes general gameplay a hassle and destroys muscle memory due to the lack of controller rebinding at the moment. However, I don't have that issue with Pause button also causing a double-input bug. |
I also have this issue on linux with an Xbox One controller where the EDIT: After spamming all the buttons on my controller, even pushing in on analog, my A button went from doing start menu to jumping only now. I have no explanation as for why. EDIT pt2: After I made the first edit and jumped around a bit it went back to opening the pause menu. Not sure what could be the reason. Edit 3: Closing steam fixes this. |
Something that fixed it for me was to close steam/remove windows controller from steam |
The timing on this comment as I was editing mine. :D |
Yeah, I'm not surprised by this. This sourceport uses SDL2 (I don't know which version this sourceport is using), which will contain native Nintendo Switch controller support, however: it also has a problem when it comes to Face Button layout being reversed. That being said: This is why I make sure no Input Remapper is enabled (including Steam Input) to avoid a double-input bug or conflicts, even turned off Steam's Desktop Config for all of my controllers (minus for Steam Controller). If I wanna use Steam Input for this game: I typically setup a Steam shortcut and override Steam Input's status within the In-Game Properties [on Steam library]. that way: Steam Input and SDL's own Controller support don't fight with each other. |
Wow, closing steam did fix the issue! Thanks so much for figuring it out guys, I really appreciate it! hopefully an input remapper comes soon but this is still great. |
Validation
Describe the Bug
For context, I'm using sdl for my input method.
My Nintendo Switch Pro Controller works well until you get into the stages themselves. A is mapped to jump AND the pause button which makes progress very difficult.
Steps to Reproduce
Expected Behavior
I expected Sonic to jump as normal.
Footage
https://youtu.be/8IRsfWoUGvg
Specifications
Fill out the following details:
Additional Context
Don't know what to put here.
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