Ancestors

Written by Anton Klinger on 2024-11-30 at 14:12

looked into how to deal with managing multiple controllers in #godot and it just baffles me that "setup the InputMap for up to 8 players manually in the project settings UI" is seen as an acceptable solution by anybody???

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Toot

Written by Anton Klinger on 2024-11-30 at 14:16

Anyway I figured out how I can extend the InputMap in code although this isn't documented properly anywhere as far as I can tell so it took some digging. It's so strange to me that they want you to do this through clicking around in the UI.

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Descendants

Written by Anton Klinger on 2024-11-30 at 14:23

Now I hear you thinking "but Anton why do you not just use Input.is_joy_button_pressed and Input.get_joy_axis, that gives you the state of any button or axis, easy peasy". Sure! but that skips the InputMap abstraction that Godot has so conveniently built and instead gives you the raw data, which means you don't get any of the features of it like debouncing ("just_pressed"), axis deadzones and so on. And when I have to implement all of that myself why use an engine at all.

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