Looking for help from anyone who's had to solve handling input from multiple controllers (and ideally, more than one keyboard) locally, and resolving input configurations for each connected device/player. We've tried using the godot-multiplayer-input addon, and it's really good, but it doesn't solve the more than one keyboard part of things, and we've had some trouble implementing it in a consistent way. To try getting around that I started fiddling with Steam's input API, but I think it might share some of the same problems, and to be honest there are some features of its interface/design that I'm not crazy about. So now I'm debating just writing something from scratch, but before I waste too much time on any option, it would be super helpful if anyone could provide examples of their own experience with this problem. Thanks in advance!
#Local multiplayer input handling recommendations
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There are a few open PRs that handle this that you’ll likely have to merge in to have a good time. At least for 4.3, the core engine could not properly handle local multiplayer in a real world way.
We never needed any addons after that, just took device_id into account in our input system. But things like UI focus and inputs bleeding between viewports were major issues that had to be solved at a C++ level.