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Inputs randomly ignored if controller is connected to computer #62598

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nikso14 opened this issue Jul 1, 2022 · 6 comments
Open

Inputs randomly ignored if controller is connected to computer #62598

nikso14 opened this issue Jul 1, 2022 · 6 comments

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@nikso14
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nikso14 commented Jul 1, 2022

Godot version

v3.4.stable.official [206ba70]

System information

OS: Windows 10, cpu: i5-7600k, gpu: nvidia gtx1060 6GB, rendering: GLES3

Issue description

Input gets randomly ignored if controller is plugged in and button will require being released and pressed again to work correctly until it occurs again. In case project was not started with controller plugged in the issue will only appear after pressing buttons on controller. When using only controller the issue will be always present.

Steps to reproduce

Was able to reproduce it in platformer example by making a long straight surface and moving character around.

Minimal reproduction project

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@Calinou
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Calinou commented Jul 1, 2022

Related to #36396. Can you reproduce this after disabling Vsync in the Project Settings and ensuring the game runs at a high framerate by enabling Print Fps?

@nikso14
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nikso14 commented Jul 1, 2022

yes it still happens both in example and my project(completely stops in my project but that is more likely due to my coding so I doubt it is related to this issue besides the momentary skip that appears in platfromer example where it seems to lose input for just a few frames)

@nikso14
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nikso14 commented Oct 14, 2022

update on the issue, tried to use joystick on controller and it works correctly, only button type inputs seem to cause the issue (keyboard and d-pad)

@Calinou
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Calinou commented Oct 14, 2022

@nikso14 Please upload a minimal reproduction project to make this easier to troubleshoot.

@nikso14
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nikso14 commented Oct 14, 2022

2d plat kinematic.zip
bit different behavior than in my project (goes directly into idle state in my project and stays there continuing to ignore input) but it still skips inputs with controller plugged in and works fine when not

@nikso14
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nikso14 commented Oct 17, 2022

Found a band-aid type of solution, unbinding joystick from action fixes the issue, was probably causing minor inputs and even if those inputs weren't past the deadzone it seems that godot was picking them up.

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