I’m putting my game up on Steam, but the gamepad controls stop working when the Steam connection succeeds. I assume this is Steam Input taking over.
I have input working without Steam Input, so my apparent choices are either to rip out my current input layer and rebuild on Steam Input, or find a way to shut Steam Input off. In the short term, I’d rather shut Steam Input off, but I don’t see an obvious way to do that.
How does one do this? Or failing that, is there a minimal way of mapping Steam Input onto the existing Godot input layer?
Edit: Apparently if I go into Steam itself and go to Steam->Settings->Controller and turn on “Enable Steam Input for XBox Controllers” then I get working input.
Which is fine, I guess? But I don’t want to have to stick a big text box in the game saying “Haha uh yeah if you want input, quit the game and fiddle with steam settings!”. That seems… unprofessional. Ideally I’d like to be able to use Steam Input if it was available, but not make the player go screw around with Steam settings if it’s not.
Edit the Second: My app id isn’t live yet, so I’m testing with the SpaceWar app id (480), and that app has Steam Input enabled by default. Going to the SpaceWar settings and disabling Steam Input appears to have fixed the problem, so presumably I can set my app settings in Steamworks to have Steam Input disabled. I’m going to call this solved.