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Change scene on InputEventJoypadMotion in _input(event) disconnects joy controller #55098
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By "the controller disconnects", do you mean the controller disappears entirely from the OS' point of view? Or does Godot just stop receiving all controller inputs (while still receiving keyboard/mouse inputs)? |
Godot just stop receiving controller input from one controller. If you replay the project the controller is back. It will receive input from other controllers and keyboard/mouse. |
Weird... on 3.3.4 it only happens on L2 and R2 (triggers). |
Tried on another computer with 3.3.2. Same result as original bug. |
Setting Input.set_use_accumulated_input to true fixes the problem. |
This also solved my issue: #53334 |
I'd like to make sure we understand what the problem was here in different Godot version. Godot 3.3.2 and 3.3.4 mentioned above should both default to input accumulation being enabled, so Then Godot 3.4+ did regression and input accumulation was disabled by default, so it can make sense that calling But then I don't understand the report that 3.3.2 seems to have the same bug as 3.4? |
Godot version
v3.4.stable.arch_linux
System information
Arch Linux 5.15.2-arch1-1
Issue description
If i call on change_scene() in _input(event): if event is InputEventJoypadMotion the controller disconnects.
It don't happens on InputEventJoypadButton. And if i add a Timer before the change the controller stays connected.
I have a Global scene that is autoloaded to monitor controllers.
Steps to reproduce
Run project and press an analog input on your controller and joy_connection_changed() will print out the device that disconnected.
Minimal reproduction project
Controllerbug.zip
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