Skip to content
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

Steam Input #3

Open
snoopdouglas opened this issue Dec 5, 2021 · 1 comment
Open

Steam Input #3

snoopdouglas opened this issue Dec 5, 2021 · 1 comment

Comments

@snoopdouglas
Copy link

snoopdouglas commented Dec 5, 2021

Please shoot down this feature request if it's out of scope (which it probably is), but: Steam Input is something that's always been a pain when developing with Godot. When in use, there are scenarios where Godot will see a keyboard rather than a controller, or always thinks an Xbox controller is connected, and of course the user might've remapped everything - and the only way it looks like we'd know is by querying the Steam API.

Rather than implementing a custom solution with GodotSteam - which looks like it'd be complex enough, as it doesn't seem to plug into Godot's Input - would it be possible to detect Steam Input fudgery using this plugin, somehow?

@nathanhoad
Copy link
Owner

I haven't had any dealings with Steam just yet. When I get there I'll have to do some research and see what I can come up with (unless someone has generously worked it out for me by then lol)

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants