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Merge pull request #11243 from Calinou/controllers-gamepads-joysticks-sdl3
Update Controllers, gamepads and joysticks for SDL 3
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@@ -4,7 +4,20 @@ Controllers, gamepads, and joysticks
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====================================
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Godot supports hundreds of controller models out of the box.
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Controllers are supported on Windows, macOS, Linux, Android, iOS, and HTML5.
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Controllers are supported on Windows, macOS, Linux, Android, iOS, and Web.
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.. note::
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Since Godot 4.5, the engine relies on `SDL 3 <https://www.libsdl.org/index.php>`__
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for controller support on Windows, macOS, and Linux. This means the list of
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supported controllers and their behavior should closely match what is available
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in other games and engines using SDL 3. Note that SDL is only used for input,
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not for windowing or sound.
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Prior to Godot 4.5, the engine used its own controller support code.
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This can cause certain controllers to behave incorrectly.
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This custom code is still used to support controllers on Android, iOS,
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and Web, so it may result in issues appearing only on those platforms.
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Note that more specialized devices such as steering wheels, rudder pedals and
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`HOTAS <https://en.wikipedia.org/wiki/HOTAS>`__ are less tested and may not
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@@ -354,10 +367,24 @@ Controllers can still work without udev support, but it is less reliable as
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regular polling must be used to check for controllers being connected or
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disconnected during gameplay (hotplugging).
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HTML5
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^^^^^
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Android/iOS
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^^^^^^^^^^^
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HTML5 controller support is often less reliable compared to "native" platforms.
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As described at the top of the page, controller support on mobile platforms relies
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on a custom implementation instead of using SDL for input. This means controller
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support may be less reliable than on desktop platforms.
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Support for SDL-based controller input on mobile platforms is
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`planned <https://github.com/godotengine/godot/pull/109645>`__
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in a future release.
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Web
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^^^
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Web controller support is often less reliable compared to "native" platforms.
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The quality of controller support tends to vary wildly across browsers. As a
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result, you may have to instruct your players to use a different browser if they
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can't get their controller to work.
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Like for mobile platforms, support for SDL-based controller input on the web platform
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is `planned <https://github.com/godotengine/godot/pull/109645>`__ in a future release.
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