Godot Version
4.2.2
Question
I want my game to have gamepad support. Initially, I looked into how to implement it and found something similar to this:
if use_gamepad && !use_mouse && !use_touch:
xAxis = Input.get_joy_axis(0, joy_axis_0)
if abs(xAxis) > JOY_DEADZONE:
if xAxis >0:
xAxis = (xAxis-JOY_DEADZONE) * JOY_AXIS_RESCALE
else:
xAxis = (xAxis+JOY_DEADZONE) * JOY_AXIS_RESCALE
rotate_object_local(Vector3.UP, -xAxis * delta * JOY_ROTATION_MULTIPLIER)
yAxis = Input.get_joy_axis(0, joy_axis_1)
if abs(yAxis) > JOY_DEADZONE:
if yAxis >0:
yAxis = (yAxis-JOY_DEADZONE) * JOY_AXIS_RESCALE
else:
yAxis = (yAxis+JOY_DEADZONE) * JOY_AXIS_RESCALE
$CameraController.rotate_object_local(Vector3.RIGHT, -yAxis * delta * JOY_ROTATION_MULTIPLIER/2)
$CameraController.rotation.x = clamp($CameraController.rotation.x, -1.0, 1.0)
look_input = Vector2(Input.get_joy_axis(0, joy_axis_0) * 5, Input.get_joy_axis(0, joy_axis_1) * 5)
var control_movement = Vector2()
So everything worked perfectly, but when I exported the game to Android and tested it, this part of moving the camera doesn’t work, everything else works (moving, jumping). How do I solve this?
I’m very, VERY new to Godot, so don’t expect much! Oh, and thank you for at least reading this!