- Sep 2, 2018
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- 612
Well, so there is hope.WASD Does the same, rebinding didn't fix, the movement does work as intended on the itch page, and doing other actions didn't make a difference either. Yeah, the jumping is working as intended, it's just the left right movement.
There's a possibility. Below's my code for movement:A wild guess might be a controller input being detected?
Code:
func move_action(delta:float):
direction = Input.get_axis("ui_left", "ui_right")
if direction > 0:
$Skeleton2D.scale.x = df_scale.x
if (poffset.position.x < 0):
poffset.position.x *= -1
eoffset.position.x *= -1
flipped = false
if direction < 0:
$Skeleton2D.scale.x = -df_scale.x
if (poffset.position.x > 0):
poffset.position.x *= -1
eoffset.position.x *= -1
flipped = true
velocity.x = move_toward(velocity.x, vSPEED * direction * run_mult , ACCEL * delta) #acceleration
I don't have a controller with analog sticks, so I can't test it myself, but I do have a snes-like USB controller and it didn't cause any problems (other than making me realize no buttons work as accept or cancel, and that on the web, the mapping is all weird).
If the problem turns out to be that, fixing it should be trivial, as I can either remove the analogs from the input, or set up a different action to function as the movement axis. There's also this
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which apparently points the problem to PS4 controllersMythboi do you have a controller plugged in, or connected somehow? If so, see if unplugging it works