![]() As such, maps authored with this tool require greater scrutiny to ensure they will not break support for explicit mappings the SDL project provides. Note: While convenient, this tool has fallen out of date as SDL has amended and added new features for gamepad support (see issue #478). Third party cross-platform tool with GUI (Windows, macOS and Linux). There are a few different tools that let you create mappings. If relevant, include the controller's name and model number. Please make sure to check that the name is a good description of the controller. It includes controller GUID ( 030000004c050000c405000000010000), a name ( PS4 Controller), button / axis mappings ( leftshoulder:b4) and a platform ( platform:Mac OS X). Perhaps this is only an issue that occurs on the Mac IDE (I don't know if it works on Windows because I only use a mac).030000004c050000c405000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, Hopefully we can try to find out the cause of this and fix it. Thanks for taking your time to read my post. (Even though this has nothing to do with the issue, just in case this is part of or is the cause of the problem) I also have a draw event with nothing inside of it just so that the sprite is invisible. If (lefttrigger = true) draw_text(80, 220, "Left Trigger True") else draw_text(80, 220, "Left Trigger False") If (righttrigger = true) draw_text(80, 205, "Right Trigger True") else draw_text(80, 205, "Right Trigger False") If (leftbumper = true) draw_text(80, 190, "Left Bumper True") else draw_text(80, 190, "Left Bumper False") If (rightbumper = true) draw_text(80, 175, "Right Bumper True") else draw_text(80, 175, "Right Bumper False") ![]() If (facebutton4 = true) draw_text(80, 160, "Y Button True") else draw_text(80, 160, "Y Button False") If (facebutton3 = true) draw_text(80, 145, "X Button True") else draw_text(80, 145, "X Button False") If (facebutton2 = true) draw_text(80, 130, "B Button True") else draw_text(80, 130, "B Button False") If (facebutton1 = true) draw_text(80, 115, "A Button True") else draw_text(80, 115, "A Button False") If (gamepad_button_check(0, gp_shoulderlb)) lefttrigger = true else lefttrigger = false If (gamepad_button_check(0, gp_shoulderrb)) righttrigger = true else righttrigger = false If (gamepad_button_check(0, gp_shoulderl)) leftbumper = true else leftbumper = false ![]() If (gamepad_button_check(0, gp_shoulderr)) rightbumper = true else rightbumper = false If (gamepad_button_check(0, gp_face4)) facebutton4 = true else facebutton4 = false If (gamepad_button_check(0, gp_face3)) facebutton3 = true else facebutton3 = false If (gamepad_button_check(0, gp_face2)) facebutton2 = true else facebutton2 = false If (gamepad_button_check(0, gp_face1)) facebutton1 = true else facebutton1 = false Rvaxis = gamepad_axis_value(0, gp_axisrv) Rhaxis = gamepad_axis_value(0, gp_axisrh) Lvaxis = gamepad_axis_value(0, gp_axislv) Lhaxis = gamepad_axis_value(0, gp_axislh) If there is anything that is incorrect with it that is causing the issue, please make sure to tell meĬontrollerconnection = gamepad_get_description(0) The image below is a screenshot of a small programme I created to test the inputs of the controller. I have tried using the controller on things aside from Game Maker and the triggers work completely fine. It hasn't always been like this but recently after a few updates ago I noticed that this issue started.Įverything aside from the triggers works. The basic issue is that Game Maker doesn't take any input from both the left and right triggers. I have recently been experiencing issues while using the Nintendo Switch Pro Controller on Game Maker.
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