I posted this in Discord but didn’t receive a resonse.
I’m using Godot 4.6rc2 (also tested rc1). I thought it was a bug with the rc, but I couldn’t reproduce it in a minimal project. I have some simple code that logs when the joy connection changes:
_init():
Input.joy_connection_changed.connect(_on_joy_connection_changed)
func _on_joy_connection_changed(device: int, connected: bool) -> void:
Log.debug("Joy connection changed: %d (connected: %s)" % [ device, connected ])
I have a DualSense 5 joypad plugged in, which works fine.
For an internet connection, I’m tethering to my Pixel smart phone via USB. When I unplug the phone, it immediately writes to the console:
Joy connection changed: 0 (connected: false)
and the controller will never connect again until I restart the game. It also behaves this way when I plug the phone back in.
Since I can’t reproduce it in a MRP, I’m not sure if I should file a bug, but I don’t know what I would be doing with the Input to cause this issue in my project. If anyone has anything I can try, let me know.