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Due to some other input issues, I've been using Input.is_key_pressed() to check for input, but this doesn't work with the physical scancodes. I need a way to convert physical scancodes to scancodes or a separate is_physical_key_pressed() function.
This is related to this proposal here, though it's a bit more critical, as my game can't currently function with physical scancodes without it: godotengine/godot-proposals#3571
Steps to reproduce
Change your keyboard layout to something non-QWERTY. Call Input.is_key_pressed(<physical scan code of key that's different from QWERTY key>) while the key is pressed and note that the result is false.
The text was updated successfully, but these errors were encountered:
Godot version
3.4
System information
Windows 10
Issue description
Due to some other input issues, I've been using Input.is_key_pressed() to check for input, but this doesn't work with the physical scancodes. I need a way to convert physical scancodes to scancodes or a separate is_physical_key_pressed() function.
This is related to this proposal here, though it's a bit more critical, as my game can't currently function with physical scancodes without it: godotengine/godot-proposals#3571
Steps to reproduce
Change your keyboard layout to something non-QWERTY. Call Input.is_key_pressed(<physical scan code of key that's different from QWERTY key>) while the key is pressed and note that the result is false.
The text was updated successfully, but these errors were encountered: