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When allowing a user to configure deadzones for inputs, GDScript enables us to set a new deadzone, but not to read back the current deadzone (ie. to merely modify the existing setting). I poked around a bit and did not find any clues for a way to do this.
I've kind of worked around it in my project with an uncommon method to set deadzones. Whenever the user binds an InputEventJoypadMotion to an action in the upcoming version of my game, a prompt appears allowing them to set the deadzone for the input. However, because of this issue, the deadzone slider I've implemented must start from a certain value every time the option appears, or a value saved to a variable.
It would be simpler to be able to read the deadzone for an action from the InputMap and modify it from that value.
Steps to reproduce
See the documentation for InputMap
Notice there is no action_get_deadzone()
Have yourself a cup of coffee (or whatever you prefer), because you guys work hard and Godot is awesome! :)
Minimal reproduction project
No response
The text was updated successfully, but these errors were encountered:
Godot version
3.3.2 stable
System information
Linux Mint 20.1
Issue description
When allowing a user to configure deadzones for inputs, GDScript enables us to set a new deadzone, but not to read back the current deadzone (ie. to merely modify the existing setting). I poked around a bit and did not find any clues for a way to do this.
I've kind of worked around it in my project with an uncommon method to set deadzones. Whenever the user binds an InputEventJoypadMotion to an action in the upcoming version of my game, a prompt appears allowing them to set the deadzone for the input. However, because of this issue, the deadzone slider I've implemented must start from a certain value every time the option appears, or a value saved to a variable.
It would be simpler to be able to read the deadzone for an action from the InputMap and modify it from that value.
Steps to reproduce
See the documentation for InputMap
Notice there is no action_get_deadzone()
Have yourself a cup of coffee (or whatever you prefer), because you guys work hard and Godot is awesome! :)
Minimal reproduction project
No response
The text was updated successfully, but these errors were encountered: