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This page currently boasts the deadzone capability of Godot 4.0. It also explains how a deadzone can benefit your game and lists some default values. What it doesn't do is explain how the default deadzone works. It also doesn't elude to the possibility of using different deadzone types or their use cases.
I'd appreciate this too. The section about deadzones is already really good but I think it's missing:
A clear value recommendation, e.g. 0.2. (The current default 0.5 seems arbitrary and makes controls weird if used.)
Whether deadzone should be configurable within the game
Regarding 1)
Apparently common values are between 0.1 to 0.2 (Source): For the Ouya-gamepad this developer needed a value of 0.25, for a Xbox 360 gamepad 0.1.
Unfortunately I couldn't find a list of common stick drift values to make a data-based proposal.
Regarding 2)
I think there should be a clear recommendation to make this configurable within your game.
Your Godot version: Stable (3.3.2)
Issue description:
This page currently boasts the deadzone capability of Godot 4.0. It also explains how a deadzone can benefit your game and lists some default values. What it doesn't do is explain how the default deadzone works. It also doesn't elude to the possibility of using different deadzone types or their use cases.
Related: #5012
Proposal:
Add information akin to: this reference explaining how the default deadzone works and why this may not be an optimal choice for your game.
URL to the documentation page (if already existing):
https://docs.godotengine.org/en/stable/tutorials/inputs/controllers_gamepads_joysticks.html
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