#Local multiplayer input handling recommendations

1 messages · Page 1 of 1 (latest)

abstract zealot
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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!

final fulcrumBOT
full peak
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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.