Godot Version
4.5 stable, 4.4.1 stable
Question
I am encountering strange input bugs when connecting my PS5 DualSense Controller to Android phones. I have set up actions in the Input Map corresponding to one controller button/axis each (nothing else). The deadzone is set to 0.5 to prevent stick drift from occurring. The project works completely fine when run on my laptop, but on Android the behaviour is incorrect:
- When using two older Samsung Galaxys (Galaxy S10+ with Android 12, Galaxy A51 with Android 13), pressing either left trigger or right trigger causes it to register as if it was permanently pressed and this stays that way for as long as the project is running. No other axes or buttons behave this way.
- On an older Nokia (Nokia 6.2 with Android 11) most of the registered inputs do not correspond to the actually pressed buttons/axes, i.e. the controller is mapped completely wrong.
I’m trying to figure out whether this is an issue with Android or Godot. Unfortunately I don’t have any other devices available to test on but this is definitely a blocker for porting one of my games to Android. So my questions are:
- Do other people have issues with the DualSense controller (or other gamepads - I can sadly not test on any others) on Android?
- Is this a problem with Android, Godot or even the controller itself?
- Do newer Android versions or different phone models not have this issue?