"Input.get_joy_name()"-Game Controllers On Web Have Different Names Compared To Native Linux x86_64?

Godot Version

v4.7.beta5.official [bbd3f43b5] Linux x86_64(CachyOS KDE Plasma)

Question

Hi,

Having an issue with the below Godot version 4.7 Beta 5+ command on Web and Linux native(x86_64):
Input.get_joy_name()

Getting different game controller names when comparing Web and Linux native(x86_64)?
Please see attached screenshots below of the above issue:

You run the Web version or download the Linux native version below on Itch site:

SS

I suspect this is because Godot doesn’t use SDL for input on Web, so it probably doesn’t have the same detail of information

The web browser wraps around the computer’s native input with its own controller API.

Mappings are different regardless of what game engine exports to it. In fact, some of the less universal features (e.g. status LEDs, motion sensors, rumble triggers) will be straight up unavailable.
Best you can do for now is make a custom “web gamepad” action map, and test it on the three major browser families (gecko, webkit and chromium).

Apart from godot using an 800-line javascript module for web gamepad mapping ( shoutout to the patient contributors maintaining this stuff ) , this is what the W3C gamepad spec says all gamepads should look like through the browser sandbox: