-
-
Notifications
You must be signed in to change notification settings - Fork 21.5k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Game controller issue with multiple Godot game instances. #33656
Comments
It is not only a problem for online multiplayer development when tested locally as you say. I actually think it should be an option, but inactive when unfocused by default as most would like. Reason being is that I would like to take advantage of this for a streaming application that displays my gamepad inputs while playing a different game. Kind of like this: https://gamepadviewer.com/ |
Duplicate of #16832. |
Thanks! I missed the constants in |
This is still a problem... i'm trying to add networked splitscreen into my game and its impossible to tell if inputs are split from each other from multiple instances. What even is the solution? |
Godot version:
98caeb6
Date: Fri Nov 15 13:31:32 2019 +0100
OS/device including version:
Linux, Ubuntu 18.04.3 LTS
Issue description:
While preparing a multiplayer demo (by the way, Godot's hi-level network works much better than bevore), one kid brought an original PS4 controller and I noticed that Godotengine is receiving the controller (USB) events in parallel in all started Game instances, regardless of whether the window is selected or not. I expected it to behave like other input devices.
In the practice, this is only a problem by multiplayer development on a single computer.
I also could not find a GDScript function that indicates whether the application window is selected or not.
The text was updated successfully, but these errors were encountered: