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Add a page about gamepad/controller support in Godot
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.. _doc_controllers_gamepads_joysticks: | ||
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Controllers, gamepads, and joysticks | ||
==================================== | ||
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Godot supports hundreds of controller models thanks to the community-sourced | ||
`SDL game controller database <https://github.com/gabomdq/SDL_GameControllerDB>`__. | ||
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Controllers are supported on Windows, macOS, Linux, Android, iOS, and HTML5. | ||
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Note that more specialized devices such as steering wheels, rudder pedals and | ||
`HOTAS <https://en.wikipedia.org/wiki/HOTAS>`__ are less tested and may not | ||
always work as expected. If you have access to one of those devices, don't hesitate to | ||
`report bugs on GitHub <https://github.com/godotengine/godot/blob/master/CONTRIBUTING.md#reporting-bugs>`__. | ||
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In this guide, you will learn: | ||
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- **How to write your input logic to support both keyboard and controller inputs.** | ||
- **How controllers can behave differently from keyboard/mouse input.** | ||
- **Troubleshooting issues with controllers in Godot.** | ||
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Supporting universal input | ||
-------------------------- | ||
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Thanks to Godot's input action system, Godot makes it possible to support both | ||
keyboard and controller input without having to write separate code paths. | ||
Instead of hardcoding keys or controller buttons in your scripts, you should | ||
create *input actions* in the Project Settings which will then refer to | ||
specified key and controller inputs. | ||
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Input actions are explained in detail on the :ref:`doc_inputevent` page. | ||
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.. note:: | ||
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Unlike keyboard input, supporting both mouse and controller input for an | ||
action (such as looking around in a first-person game) will require | ||
different code paths since these have to be handled separately. | ||
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Which Input singleton method should I use? | ||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ | ||
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In Godot 4.0, there are 3 ways to get input in an analog-aware way: | ||
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- When you have two axes (such as joystick or WASD movement) and want both | ||
axes to behave as a single input, use ``Input.get_vector()``: | ||
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.. tabs:: | ||
.. code-tab:: gdscript GDScript | ||
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# `velocity` will be a Vector2 between `Vector2(-1.0, -1.0)` and `Vector2(1.0, 1.0)`. | ||
var velocity = Input.get_vector("move_left", "move_right", "move_forward", "move_back") | ||
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# The line above is a shorter form of: | ||
var velocity = Vector2(Input.get_action_strength("move_right") - Input.get_action_strength("move_left"), | ||
Input.get_action_strength("move_back") - Input.get_action_strength("move_forward")).clamped(1) | ||
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.. code-tab:: csharp | ||
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// `velocity` will be a Vector2 between `Vector2(-1.0, -1.0)` and `Vector2(1.0, 1.0)`. | ||
Vector2 velocity = Input.GetVector("move_left", "move_right", "move_forward", "move_back"); | ||
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// The line above is a shorter form of: | ||
Vector2 velocity = new Vector2(Input.GetActionStrength("move_right") - Input.GetActionStrength("move_left"), | ||
Input.GetActionStrength("move_back") - Input.GetActionStrength("move_forward")).Clamped(1); | ||
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- When you have one axis that can go both ways (such as a throttle on a | ||
flight stick), or when you want to handle separate axes individually, | ||
use ``Input.get_axis()``: | ||
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.. tabs:: | ||
.. code-tab:: gdscript GDScript | ||
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# `walk` will be a floating-point number between `-1.0` and `1.0`. | ||
var walk = Input.get_axis("move_left", "move_right") | ||
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# The line above is a shorter form of: | ||
var walk = Input.get_action_strength("move_right") - Input.get_action_strength("move_left") | ||
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.. code-tab:: csharp | ||
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// `walk` will be a floating-point number between `-1.0` and `1.0`. | ||
float walk = Input.GetAxis("move_left", "move_right"); | ||
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// The line above is a shorter form of: | ||
float walk = Input.GetActionStrength("move_right") - Input.GetActionStrength("move_left"); | ||
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- For other types of analog input, such as handling a trigger or handling | ||
one direction at a time, use ``Input.get_action_strength()``: | ||
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.. tabs:: | ||
.. code-tab:: gdscript GDScript | ||
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# `strength` will be a floating-point number between `0.0` and `1.0`. | ||
var strength = Input.get_action_strength("accelerate") | ||
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.. code-tab:: csharp | ||
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// `strength` will be a floating-point number between `0.0` and `1.0`. | ||
float strength = Input.GetActionStrength("accelerate"); | ||
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For non-analog digital/boolean input (only "pressed" or "not pressed" values), | ||
such as controller buttons, mouse buttons or keyboard keys, | ||
use ``Input.is_action_pressed()``: | ||
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.. tabs:: | ||
.. code-tab:: gdscript GDScript | ||
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# `jumping` will be a boolean with a value of `true` or `false`. | ||
var jumping = Input.is_action_pressed("jump") | ||
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.. tabs:: | ||
.. code-tab:: csharp | ||
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// `jumping` will be a boolean with a value of `true` or `false`. | ||
bool jumping = Input.IsActionPressed("jump"); | ||
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In Godot versions before 4.0, such as 3.2, ``Input.get_vector()`` and | ||
``Input.get_axis()`` aren't available. Only ``Input.get_action_strength()`` | ||
and ``Input.is_action_pressed()`` are available in Godot 3.2. | ||
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Differences between keyboard/mouse and controller input | ||
------------------------------------------------------- | ||
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If you're used to handling keyboard and mouse input, you may be surprised by how | ||
controllers handle specific situations. | ||
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Dead zone | ||
^^^^^^^^^ | ||
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Unlike keyboards and mice, controllers offer axes with *analog* inputs. The | ||
upside of analog inputs is that they offer additional flexibility for actions. | ||
Unlike digital inputs which can only provide strengths of ``0.0`` and ``1.0``, | ||
an analog input can provide *any* strength between ``0.0`` and ``1.0``. The | ||
downside is that without a deadzone system, an analog axis' strength will never | ||
be equal to ``0.0`` due to how the controller is physically built. Instead, it | ||
will linger at a low value such as ``0.062``. This phenomenon is known as | ||
*drifting* and can be more noticeable on old or faulty controllers. | ||
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Let's take a racing game as a real-world example. Thanks to analog inputs, we | ||
can steer the car slowly in one direction or another. However, without a | ||
deadzone system, the car would slowly steer by itself even if the player isn't | ||
touching the joystick. This is because the directional axis strength won't be | ||
equal to ``0.0`` when we expect it to. Since we don't want our car to steer by | ||
itself in this case, we define a "dead zone" value of ``0.2`` which will ignore | ||
all input whose strength is lower than ``0.2``. An ideal dead zone value is high | ||
enough to ignore the input caused by joystick drifting, but is low enough to not | ||
ignore actual input from the player. | ||
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Godot features a built-in dead zone system to tackle this problem. The default | ||
value is ``0.2``, but you can increase it or decrease it on a per-action basis | ||
in the Project Settings' Input Map tab. | ||
For ``Input.get_vector()``, the deadzone can be specified, or otherwise it | ||
will calculate the average deadzone value from all of the actions in the vector. | ||
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"Echo" events | ||
^^^^^^^^^^^^^ | ||
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Unlike keyboard input, holding down a controller button such as a D-pad | ||
direction will **not** generate repeated input events at fixed intervals (also | ||
known as "echo" events). This is because the operating system never sends "echo" | ||
events for controller input in the first place. | ||
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If you want controller buttons to send echo events, you will have to generate | ||
:ref:`class_InputEvent` objects by code and parse them using | ||
:ref:`class_Input_method_parse_input_event` at regular intervals. This can be | ||
accomplished with the help of a :ref:`class_Timer` node. | ||
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Troubleshooting | ||
--------------- | ||
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.. seealso:: | ||
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You can view a list of | ||
`known issues with controller support <https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Atopic%3Ainput+gamepad>`__ | ||
on GitHub. | ||
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My controller isn't recognized by Godot. | ||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ | ||
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First, check that your controller is recognized by other applications. You can | ||
use the `Gamepad Tester <https://gamepad-tester.com/>`__ website to confirm that | ||
your controller is recognized. | ||
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My controller has incorrectly mapped buttons or axes. | ||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ | ||
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If buttons are incorrectly mapped, this may be due to an erroneous mapping from | ||
the `SDL game controller database <https://github.com/gabomdq/SDL_GameControllerDB>`__. | ||
You can contribute an updated mapping to be included in the next Godot version | ||
by opening a pull request on the linked repository. | ||
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There are many ways to create mappings. One option is to use the mapping wizard | ||
in the `official Joypads demo <https://godotengine.org/asset-library/asset/140>`__. | ||
Once you have a working mapping for your controller, you can test it by defining | ||
the ``SDL_GAMECONTROLLERCONFIG`` environment variable before running Godot: | ||
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.. tabs:: | ||
.. code-tab:: bash Linux/macOS | ||
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export SDL_GAMECONTROLLERCONFIG="your:mapping:here" | ||
./path/to/godot.x86_64 | ||
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.. code-tab:: bat Windows (cmd) | ||
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set SDL_GAMECONTROLLERCONFIG=your:mapping:here | ||
path\to\godot.exe | ||
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.. code-tab:: powershell Windows (powershell) | ||
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$env:SDL_GAMECONTROLLERCONFIG="your:mapping:here" | ||
path\to\godot.exe | ||
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To test mappings on non-desktop platforms or to distribute your project with | ||
additional controller mappings, you can add them by calling | ||
:ref:`class_Input_method_add_joy_mapping` as early as possible in a script's | ||
``_ready()`` function. | ||
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My controller works on a given platform, but not on another platform. | ||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ | ||
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macOS | ||
~~~~~ | ||
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Controllers are currently only supported on x86-based Macs. This means | ||
controllers won't work on Macs featuring ARM processors such as the Apple M1. | ||
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Linux | ||
~~~~~ | ||
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Prior to Godot 3.2.4, official Godot binaries were compiled with udev support | ||
but self-compiled binaries were compiled *without* udev support unless | ||
``udev=yes`` was passed on the SCons command line. This made controller | ||
hotplugging support unavailable in self-compiled binaries. | ||
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HTML5 | ||
~~~~~ | ||
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HTML5 controller support is often less reliable compared to "native" platforms. | ||
The quality of controller support tends to vary wildly across browsers. As a | ||
result, you may have to instruct your players to use a different browser if they | ||
can't get their controller to work. | ||
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Also, note that | ||
`controller support was significantly improved <https://github.com/godotengine/godot/pull/45078>`__ | ||
in Godot 3.2.4 and later. |
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