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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?
The text was updated successfully, but these errors were encountered:
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)
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?The text was updated successfully, but these errors were encountered: