Comments (8)
I am testing with app_id 480 both in and out of the editor.
First this I tried was Steam.inputInit() and Shutdown Init neither worked.
Going to Spacewar's properties and disabling steam input completely works though!
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Ah, the ol' Steam eating inputs issue! Yeah, this happens from time to time. You should be able to turn off Steam Inputs in the client. I think it should be fine when the game runs from Steam though.
This hasn't popped up in a while so I'll will go back and look up whatever additional information I can find about it then report back!
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Thank you @Gramps, I appreciate the help, I tried to disable all settings but it still doesn't work in game
Here are my steam controller settings: https://imgur.com/a/SFaLj6V
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Running the game without Steam resolves the issue, while I can see inputs imediately after a scene loads once the Steam.run_callbacks() kicks in it stops. I am also using the: https://github.com/JDare/GodotSteamHL library
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Console Output of my Input Direction: https://imgur.com/a/JbKq0Y7
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We are also talking about this issue on Discord so I'll see if my suggestions apply here. I had this happen once before for me but, oddly, only on one particular project.
Are you testing through the editor (running project from editor) or running it through the Steam client? Are you testing with app ID 480 or do you have an app ID for your own game? If so, try turning off Steam Inputs from the game's property menu in Library. It is in the override drop-down menu:
Also a thing I'm unclear of by may work, can you try running Steam.inputInit()
after you initialize Steam. I don't actually think that will do anything but just to see.
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It isn't a great solution but it does the trick for testing. I don't think it is an issue when shipping.
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Going to close the issue as it is as solved as can be, I think. All good material for the Inputs tutorial!
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