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Please shoot down this feature request if it's out of scope (which it probably is), but: Steam Input is something that's always been a pain when developing with Godot. When in use, there are scenarios where Godot will see a keyboard rather than a controller, or always thinks an Xbox controller is connected, and of course the user might've remapped everything - and the only way it looks like we'd know is by querying the Steam API.
Rather than implementing a custom solution with GodotSteam - which looks like it'd be complex enough, as it doesn't seem to plug into Godot's Input - would it be possible to detect Steam Input fudgery using this plugin, somehow?
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