320 lines
13 KiB
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320 lines
13 KiB
Text
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.. _doc_controllers_gamepads_joysticks:
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Controllers, gamepads, and joysticks
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====================================
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Godot supports hundreds of controller models thanks to the community-sourced
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`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
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`HOTAS <https://en.wikipedia.org/wiki/HOTAS>`__ are less tested and may not
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always work as expected. Overriding force feedback for those devices is also not
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implemented yet. If you have access to one of those devices, don't hesitate to
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`report bugs on GitHub
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<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.**
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- **How controllers can behave differently from keyboard/mouse input.**
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- **Troubleshooting issues with controllers in Godot.**
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Supporting universal input
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--------------------------
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Thanks to Godot's input action system, Godot makes it possible to support both
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keyboard and controller input without having to write separate code paths.
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Instead of hardcoding keys or controller buttons in your scripts, you should
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create *input actions* in the Project Settings which will then refer to
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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
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action (such as looking around in a first-person game) will require
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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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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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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
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axes to behave as a single input, use ``Input.get_vector()``:
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.. tabs::
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.. 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)`.
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# This handles deadzone in a correct way for most use cases.
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# The resulting deadzone will have a circular shape as it generally should.
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var velocity = Input.get_vector("move_left", "move_right", "move_forward", "move_back")
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# The line below is similar to `get_vector()`, except that it handles
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# the deadzone in a less optimal way. The resulting deadzone will have
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# a square-ish shape when it should ideally have a circular shape.
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var velocity = Vector2(
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Input.get_action_strength("move_right") - Input.get_action_strength("move_left"),
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Input.get_action_strength("move_back") - Input.get_action_strength("move_forward")
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).clamped(1.0)
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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)`.
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// This handles deadzone in a correct way for most use cases.
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// The resulting deadzone will have a circular shape as it generally should.
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Vector2 velocity = Input.GetVector("move_left", "move_right", "move_forward", "move_back");
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// The line below is similar to `get_vector()`, except that it handles
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// the deadzone in a less optimal way. The resulting deadzone will have
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// a square-ish shape when it should ideally have a circular shape.
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Vector2 velocity = new Vector2(
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Input.GetActionStrength("move_right") - Input.GetActionStrength("move_left"),
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Input.GetActionStrength("move_back") - Input.GetActionStrength("move_forward")
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).Clamped(1.0);
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- When you have one axis that can go both ways (such as a throttle on a
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flight stick), or when you want to handle separate axes individually,
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use ``Input.get_axis()``:
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.. tabs::
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.. code-tab:: gdscript GDScript
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# `walk` will be a floating-point number between `-1.0` and `1.0`.
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var walk = Input.get_axis("move_left", "move_right")
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# The line above is a shorter form of:
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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`.
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float walk = Input.GetAxis("move_left", "move_right");
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// The line above is a shorter form of:
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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
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one direction at a time, use ``Input.get_action_strength()``:
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.. tabs::
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.. code-tab:: gdscript GDScript
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# `strength` will be a floating-point number between `0.0` and `1.0`.
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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`.
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float strength = Input.GetActionStrength("accelerate");
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For non-analog digital/boolean input (only "pressed" or "not pressed" values),
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such as controller buttons, mouse buttons or keyboard keys,
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use ``Input.is_action_pressed()``:
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.. tabs::
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.. code-tab:: gdscript GDScript
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# `jumping` will be a boolean with a value of `true` or `false`.
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var jumping = Input.is_action_pressed("jump")
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.. tabs::
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.. code-tab:: csharp
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// `jumping` will be a boolean with a value of `true` or `false`.
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bool jumping = Input.IsActionPressed("jump");
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In Godot versions before 3.4, such as 3.3, ``Input.get_vector()`` and
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``Input.get_axis()`` aren't available. Only ``Input.get_action_strength()``
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and ``Input.is_action_pressed()`` are available in Godot 3.3.
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Differences between keyboard/mouse and controller input
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-------------------------------------------------------
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If you're used to handling keyboard and mouse input, you may be surprised by how
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controllers handle specific situations.
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Dead zone
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^^^^^^^^^
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Unlike keyboards and mice, controllers offer axes with *analog* inputs. The
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upside of analog inputs is that they offer additional flexibility for actions.
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Unlike digital inputs which can only provide strengths of ``0.0`` and ``1.0``,
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an analog input can provide *any* strength between ``0.0`` and ``1.0``. The
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downside is that without a deadzone system, an analog axis' strength will never
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be equal to ``0.0`` due to how the controller is physically built. Instead, it
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will linger at a low value such as ``0.062``. This phenomenon is known as
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*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
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can steer the car slowly in one direction or another. However, without a
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deadzone system, the car would slowly steer by itself even if the player isn't
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touching the joystick. This is because the directional axis strength won't be
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equal to ``0.0`` when we expect it to. Since we don't want our car to steer by
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itself in this case, we define a "dead zone" value of ``0.2`` which will ignore
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all input whose strength is lower than ``0.2``. An ideal dead zone value is high
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enough to ignore the input caused by joystick drifting, but is low enough to not
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ignore actual input from the player.
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Godot features a built-in dead zone system to tackle this problem. The default
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value is ``0.2``, but you can increase it or decrease it on a per-action basis
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in the Project Settings' Input Map tab.
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For ``Input.get_vector()``, the deadzone can be specified, or otherwise it
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will calculate the average deadzone value from all of the actions in the vector.
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"Echo" events
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^^^^^^^^^^^^^
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Unlike keyboard input, holding down a controller button such as a D-pad
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direction will **not** generate repeated input events at fixed intervals (also
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known as "echo" events). This is because the operating system never sends "echo"
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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
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:ref:`class_InputEvent` objects by code and parse them using
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:ref:`Input.parse_input_event() <class_Input_method_parse_input_event>`
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at regular intervals. This can be accomplished
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with the help of a :ref:`class_Timer` node.
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Window focus
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^^^^^^^^^^^^
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Unlike keyboard input, controller inputs can be seen by **all** windows on the
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operating system, including unfocused windows.
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While this is useful for
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`third-party split screen functionality <https://nucleus-coop.github.io/>`__,
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it can also have adverse effects. Players may accidentally send controller inputs
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to the running project while interacting with another window.
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If you wish to ignore events when the project window isn't focused, you will
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need to create an :ref:`autoload <doc_singletons_autoload>` called ``Focus``
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with the following script and use it to check all your inputs:
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::
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# Focus.gd
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extends Node
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var focused := true
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func _notification(what: int) -> void:
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match what:
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NOTIFICATION_WM_FOCUS_OUT:
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focused = false
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NOTIFICATION_WM_FOCUS_IN:
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focused = true
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func input_is_action_pressed(action: String) -> bool:
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if focused:
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return Input.is_action_pressed(action)
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return false
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func event_is_action_pressed(event: InputEvent, action: String) -> bool:
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if focused:
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return Input.is_action_pressed(action)
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return false
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Then, instead of using ``Input.is_action_pressed(action)``, use
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``Focus.input_is_action_pressed(action)`` where ``action`` is the name of
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the input action. Also, instead of using ``event.is_action_pressed(action)``,
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use ``Focus.event_is_action_pressed(event, action)`` where ``event`` is an
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InputEvent reference and ``action`` is the name of the input action.
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Power saving prevention
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^^^^^^^^^^^^^^^^^^^^^^^
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Unlike keyboard and mouse input, controller inputs do **not** inhibit sleep and
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power saving measures (such as turning off the screen after a certain amount of
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time has passed).
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To combat this, Godot enables power saving prevention by default when a project
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is running. If you notice the system is turning off its display when playing
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with a gamepad, check the value of **Display > Window > Energy Saving > Keep Screen On**
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in the Project Settings.
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Power saving prevention is **not** supported on Linux in Godot 3.x, but it is
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supported in Godot 4.x. As a workaround, increase the screensaver's timeout
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period to make it less likely to occur during gameplay.
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Troubleshooting
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---------------
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.. seealso::
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You can view a list of
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`known issues with controller support <https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Atopic%3Ainput+gamepad>`__
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on GitHub.
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My controller isn't recognized by Godot.
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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First, check that your controller is recognized by other applications. You can
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use the `Gamepad Tester <https://gamepad-tester.com/>`__ website to confirm that
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your controller is recognized.
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My controller has incorrectly mapped buttons or axes.
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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If buttons are incorrectly mapped, this may be due to an erroneous mapping from
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the `SDL game controller database <https://github.com/gabomdq/SDL_GameControllerDB>`__.
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You can contribute an updated mapping to be included in the next Godot version
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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
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in the `official Joypads demo <https://godotengine.org/asset-library/asset/140>`__.
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Once you have a working mapping for your controller, you can test it by defining
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the ``SDL_GAMECONTROLLERCONFIG`` environment variable before running Godot:
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.. tabs::
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.. code-tab:: bash Linux/macOS
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export SDL_GAMECONTROLLERCONFIG="your:mapping:here"
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./path/to/godot.x86_64
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.. code-tab:: bat Windows (cmd)
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set SDL_GAMECONTROLLERCONFIG=your:mapping:here
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path\to\godot.exe
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.. code-tab:: powershell Windows (powershell)
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$env:SDL_GAMECONTROLLERCONFIG="your:mapping:here"
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path\to\godot.exe
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To test mappings on non-desktop platforms or to distribute your project with
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additional controller mappings, you can add them by calling
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:ref:`Input.add_joy_mapping() <class_Input_method_add_joy_mapping>`
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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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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Linux
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~~~~~
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Prior to Godot 3.3, official Godot binaries were compiled with udev support
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but self-compiled binaries were compiled *without* udev support unless
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``udev=yes`` was passed on the SCons command line. This made controller
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hotplugging support unavailable in self-compiled binaries.
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HTML5
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~~~~~
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HTML5 controller support is often less reliable compared to "native" platforms.
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The quality of controller support tends to vary wildly across browsers. As a
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result, you may have to instruct your players to use a different browser if they
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can't get their controller to work.
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Also, note that
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`controller support was significantly improved <https://github.com/godotengine/godot/pull/45078>`__
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in Godot 3.3 and later.
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