#I cant move when I play
1 messages · Page 1 of 1 (latest)
That is "only" the interaction. You'll need to get and add the First Person Controller yourself: https://github.com/stevenharmongames/O3DE-FirstPersonInteractionToolkit/tree/main/Gems/FirstPersonController/0.0.0
I have it tho (I think it's that?)
i'm on arch linux using gnome, idk if it change anything, maybe because of wayland?
Oh okay, that's good.
I am not familliar with linux or wayland, but there is a lot of work going on around supporting it.
https://discord.com/channels/805939474655346758/1482590802273374299
Are you able to: make a new standard level, and fly around using the default Camera + FlyCam Component?
my mouse input is laggy but yes, when I fly around in the level editor everything's fine
For clarity: when you fly around in runtime? Like in play-mode?
yeah when I do Ctrl + G and fly around my camera is laggy but when I just fly around in the level its fine (english is not my native langage sorry)
That's no problem, just wanted to be sure.
This is a tutorial if you haven't seen it: https://www.youtube.com/watch?v=O7rtXNlCNQQ
I can't find anything on the server about input not working.
How to setup and use the First Person Controller Gem for O3DE (Open 3D Engine).
-GitHub Repo:
https://github.com/Porcupine-Factory/FirstPersonController.git
-Input Bindings File:
https://drive.google.com/file/d/1OE9h3gNSvBcS_gjavc0tWg9tqWNJBZVY/view?usp=sharing
-How to install O3DE for Windows:
https://www.youtube.com/watch?v=_BhkXOBDYGA
-Ho...
Lmk if you've done the tutorial already.
hey so I did redo the tutorial, same problem...
I smashed my Z key as hard as I can btw
I'm looking into this but it will take a day or two to get setup
I have this problem too
is wayland isn't it?, i believe i had some problems with O3DE under Wayland before, switching to X11 solved the issue.
alright I'll try that
whenever you tried to add a component to an object did it add 2 of the same component?
yeah, it's a kind of bug, but i can't remember what's the cause, it was reported more than twice, but seems the workaround is either right click the component o press the "Enter" key.
ok and I'm also getting the exact same issue as OP in this thread
Uh huh, it's probably Wayland, i've just tried the latest development branch of O3DE with OpenSUSE Tumbleweed and KDE Plasma 6.6.2 under X11 and works as it should.
the problem is that I can't switch to X11 because of gnome (gnome removed X11 idk why, its so stupid)
Because X11 is deprecated across most of Linux now and it simplified a lot of future security and development efforts.
There will just be growing pains as software has to adapt.
Time to get xfce I guess
Yeah, XWayland doesn't go well along with this kind of complex applications, this is why i rolled back to X11, the improvements and the so called "security" features are pointless and breaks a lot of stuff for me, also tried GNOME and i just couldn't stomach it.
hey so I even installed KDE plasma (X11) and the same problem persist
Latest KDE I think runs X11 apps on Xwayland so it may be the reason
You may have to force it to use X11
I run dev on Fedora KDE though and don’t have these issues, so I’m not exactly sure what’s happening
I downloaded the X11 package
I don't know either, it's frustrating because I actually like this game engine
System Settings -> Colors & Themes -> Login Screen (SDDM) -> Click on "Behavior" button on the top -> Select "Automatically log in: as user [username] with session:" and change session as Plasma (X11)
I take it this is a wayland-specific issue? I'd have to switch to a wayland booted linux to try it?
I'm just installing cinammon because it has good x11
I think yeah
I'm on a arch linux gnome (latest of all)
I have a ubuntu 25.x partition I can try which I believe is wayland. Or its ubuntu 26.x
I'm on x11 now and still having the issue
okay so maybe its not wayland specific
is there a super easy way to set this up so I can investigate and fix?
I have access to ubuntu 25.x+ and windows
do I need those gems?
idk I went back to unity
you'll need at least the firstperson gem (not the full demo I used).
if it works on your ubuntu, maybe try it on a arch linux ?
and I tried to switch to X11 too and I'm still having the issue, i'll try reinstalling the engine to see if it do something
It can be a drivers issue but I dont see anything that seems to be missing
I'll verify it on windows at least. I have already got an element in my todo for making sure the input system still functions since we got some conflicting reports.
like, I can definitely use it via script canvas and stuff, since demos like NewspaperDeliveryGame still work
I'll start with a really simple project htough that just has input bindings and prints like "hello world" or something so we can see that the basics are working or not
note that if you press the imgui button (home ) while running there is a 'raw input' debugger window that shows the raw inputs coming from the OS
if those are zeroed, nothings gonna work and it would imply that the device isn't coming through at the raw level
@glossy bolt
is that what you were talking about ? does the "false" mean it dont have access to my keyboard or something ?
everything here is inactive except the escape key (i'm not sure what all this mean though)
on the mouse tab I see when its updated but not on the keyboard tab
that second screenshot is the actual input monitor yes
it should react in real time as you move mouse, joystick, pres skeys, etc
thats the bottom of the input stack, basically the thing that gets raw input from the OS
inputs go from there into the input system to translate into things like "jump" via the input bindings system
so if that part isn't working, nothing else will
weird that updated shows ESC active
the key states are like
IDLE (not pressed)
PRESSED (initial frame of pressing it)
HELD (every otehr frame while its held down)
RELEASED (initial frame of releasing it)
IDLE (all other frames after that initial frame of releasing it)
I managed to crash the app by unchecking the vsync option lol. When relaunched, ESC is not active no more, but no other keys too, whatever I do..
okay, so its probably some low level problem, where wayland or something is not actually being listened to or delivering the keypresses
I think my version of ubuntu (25.10) is gnome + wayland by default
so I might be able to do some debuggign
at least this helps me know where to start
This is really odd, Checked it on KDE Wayland, no issues.
The only thing it comes in mind is probably you did build the project BEFORE opening the editor?.
For those of you testing, if you do the same testing with a regular physx character controller, does the issue arise?
yeah, I always build with the editor closed
Please note that the above test showing the input monitor bypasses all the input system, input mappers, etc and is the base raw input
so it wont have anything to do with the fps controller, or physx, or anything
pressing keys is not causing keypresses to bubble up from the base layer if that ui shows nothing
I can at least validate that on windows, the input imgui does jiggle about when you press keys
note that there are 3 keyboard devices
one is the keyboard used when the runtime is running
one is the keyboard used as a virtual keybaord (for android devices, that sort of thing)
one is the keyboard used when in editor mode (device 1000), not in game mode
I'll try it in linux soon
from my experience, nothing seems to work for me.. except the mouse, I did no try my Xbox controller
yep, I just wanted to verify it on windows before I moved to linux
like whether it was a problem everywhere or something more to do with x11 xcb or wayland or something
are you using the installer versiondownloaded (on linux, via the deb installer) or are you building the engine yourslef
we found a bus binding issue when using installer
hmm, just tested with ubuntu 24.10 and using the downloaded SDK
works okay at the input binding level
I used the bin file on de AUR
I'll try building it
on saturday I gave it a spin and so far, for me on ubuntu 24.10 (which I bleieve is wayland by default) the editor seems to work with default settings
there are some issues, but I do get input in that raw input screen
and if I make a simple level with an input binding component, that prints a message when "w" is pressed (Via script canvas), it detects it
and it works with both the installer (from o3debinaries.org) deb version (clang14), as well as build-it-myself sdk (clang 20) and from direct code (clang 20)
so there must be some environmental difference between that linux and ubuntu that is getting in the way