#Control issues on html5 exports

3 messages · Page 1 of 1 (latest)

long oxide
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Some users of my game are complaining about keys "sticking" on html5 exports, but I can never seem to replicate it. Anyone experience this before?

I have a very basic control scheme for the game:

func get_input():
    velocity *= friction
    var input_direction = Input.get_vector("left", "right", "up", "down")
    if !input_direction.is_zero_approx():
        velocity = input_direction * speed

and then move_and_slide() directly afterwards

On windows/linux exports, it works fine 100% of the time, and on the html5 on my machine, it works fine 100% of the time. But I have some friends reporting an issue with "losing control" halfway through the game, usually horizontal first then vertical later. It's really inconsistent. Here's a video they sent me:

#

Does it have to do with the fact that my inputs are mapped to physical keys instead of unicode keys? I really do feel like this is a quirk on the godot level and not with my movement code, because it works fine everywhere else