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Issue description:
When trying to navigate the PopupMenu inside an OptionsButton with the Joystick of an Xbox One-Controller, the focus changes every tick, which makes it hard to select specific items. Navigating other Control Nodes such as Buttons is not an issue at all, the Input gets detected correctly, not once per tick. Increasing the Deadzone of the Joystick seems to do nothing, the PopupMenu seems to ignore deadzone altogether. There is no possible workaround in code, as far as I know, since there is no method to manually focus an Item inside a PopupMenu (at least according to the docs: https://docs.godotengine.org/en/3.2/classes/class_popupmenu.html). Maybe I just can't figure it out.
A video of the issue can be found at the following reddit-post: https://www.reddit.com/r/godot/comments/ix02eb/weird_scrolling_issue_with_optionbutton_and/
Steps to reproduce:
Create a Scene with an OptionsButton. In code, add a couple of Items to the OptionsButton and make it grab_focus() in the _ready()-method. Next, open the InputMap via ProjectSettings and add a new JoyAxis to ui_up/down/left/right, A-Button to ui_accept and B-Button to ui_cancel.
Run the Project with an Xbox One-Controller connected (I don't know if the issue is specific to xbox one, though). Try selecting Items inside the OButton, using only the Joystick, not the D-Pad or arrow keys.
You will notice, that the focus only moves downwards in the list, even if you tilt the joystick upwards. The focus seems to change per tick. In comparison, navigating the submenu with the D-pad or arrow keys seems to work as intended.
is there some kind of workaround for this issue?
I lack the skills to fix the engine myself, but maybe i can do something in the current version, when someone points out the general direction
Godot version: 3.2.2
OS/device including version: Windows 10 Pro 64bit
Issue description:
When trying to navigate the PopupMenu inside an OptionsButton with the Joystick of an Xbox One-Controller, the focus changes every tick, which makes it hard to select specific items. Navigating other Control Nodes such as Buttons is not an issue at all, the Input gets detected correctly, not once per tick. Increasing the Deadzone of the Joystick seems to do nothing, the PopupMenu seems to ignore deadzone altogether. There is no possible workaround in code, as far as I know, since there is no method to manually focus an Item inside a PopupMenu (at least according to the docs: https://docs.godotengine.org/en/3.2/classes/class_popupmenu.html). Maybe I just can't figure it out.
A video of the issue can be found at the following reddit-post:
https://www.reddit.com/r/godot/comments/ix02eb/weird_scrolling_issue_with_optionbutton_and/
Steps to reproduce:
Create a Scene with an OptionsButton. In code, add a couple of Items to the OptionsButton and make it grab_focus() in the _ready()-method. Next, open the InputMap via ProjectSettings and add a new JoyAxis to ui_up/down/left/right, A-Button to ui_accept and B-Button to ui_cancel.
Run the Project with an Xbox One-Controller connected (I don't know if the issue is specific to xbox one, though). Try selecting Items inside the OButton, using only the Joystick, not the D-Pad or arrow keys.
You will notice, that the focus only moves downwards in the list, even if you tilt the joystick upwards. The focus seems to change per tick. In comparison, navigating the submenu with the D-pad or arrow keys seems to work as intended.
Minimal reproduction project:
optionbutton_issue.zip
I'd be happy to at least find a workaround for this issue for now, since using the D-pad is not an option for my project.
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