Clarify the usage of controller echo events#11950
Open
Nintorch wants to merge 1 commit intogodotengine:masterfrom
Open
Clarify the usage of controller echo events#11950Nintorch wants to merge 1 commit intogodotengine:masterfrom
Nintorch wants to merge 1 commit intogodotengine:masterfrom
Conversation
7 tasks
Nintorch
commented
Apr 25, 2026
| at regular intervals. This can be accomplished | ||
| with the help of a :ref:`class_Timer` node. | ||
| Unlike keyboard input, holding down a controller button such as a D-pad direction or | ||
| moving a controller axis over a specified deadzone will **not** by default |
Member
Author
There was a problem hiding this comment.
Although now that I think about it, this will conflict with the way the main project setting is set up for new projects:
input_devices/joypads/joypad_echo_events/send: Iftrue, the engine will send joypad echo events after the user has pressed the joypad buttons or moved the joypad axes for long enough,falseby default for existing projects andtrueby default for newly created projects;
We'll have to discuss it, maybe we can disable this project setting for newly created projects too.
This PR modifies the controller input tutorial to refer to the new project settings to enable the controller echo events.
074b336 to
79821de
Compare
Calinou
reviewed
May 5, 2026
Comment on lines
+211
to
+215
| Unlike keyboard input, holding down a controller button such as a D-pad direction or | ||
| moving a controller axis over a specified deadzone will **not** by default | ||
| generate repeated input events at fixed intervals (also known as "echo" events). | ||
| This is because the operating system never sends "echo" events for controller input | ||
| in the first place, and in Godot controller echo events are sent by the engine code. |
Member
There was a problem hiding this comment.
Explain why echo events are sometimes desired:
Suggested change
| Unlike keyboard input, holding down a controller button such as a D-pad direction or | |
| moving a controller axis over a specified deadzone will **not** by default | |
| generate repeated input events at fixed intervals (also known as "echo" events). | |
| This is because the operating system never sends "echo" events for controller input | |
| in the first place, and in Godot controller echo events are sent by the engine code. | |
| Unlike keyboard input, holding down a controller button such as a D-pad direction or | |
| moving a controller axis over a specified deadzone will **not** by default | |
| generate repeated input events at fixed intervals (also known as "echo" events). | |
| This can be an issue for user interfaces with sliders or long lists, as they | |
| become harder to navigate. | |
| This occurs because the operating system never sends "echo" events for controller | |
| input in the first place, and in Godot controller echo events are sent by the | |
| engine code. |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
This PR modifies the controller input tutorial to refer to the new project settings to enable the controller echo events. See the linked PR for more details.