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Not working with Godot 4.2.1 #37
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I tried https://github.com/Federico-Ciuffardi/GodotTouchInputManager-Demo and https://github.com/Federico-Ciuffardi/GestureControlledCamera2D in version I suspect the problem is related to the way you use GDTIM in your project. Could you send a minimal reproducible example so I can try to figure out what is wrong? |
I will send it later. Did you tried it on emulator or physical device? |
I wasn't sure how to do it so here you can download a zip file: https://drive.google.com/file/d/1FkkgnIeiHxdENQbS8I2WR8tDzbL0R_Nv/view?usp=sharing. In Godot 4.2.1 I created a new project from asset library projects (Godot touch input manager demo - Godot 4.x). To get it to emulator I installed android build template from project menu. Then when emulator (Pixel 7 Pro API 33) is running pushed remote debug in editor to get it to emulator. It crashed right after starting so changed stretch mode to viewport and renderer to gl_compatibility/gl_compatibility. When I tried it it didn't register any touch on emulator. Then tried again with Godot 4.1.3 and everything works as expected. |
I tried your project with a physical device and it worked, so maybe the problem is related to the emulator or your specific development environment (OS, Android SDK, etc). If possible, try with a physical device to verify that the emulator is not the problem. Another thing you could check is if Godot native touch events (InputEventScreenTouch and InputEventScreenDrag) work on the emulator. |
Interesting... Like I told earlier I have also tried my own project on physical device and there it didn't work. I will try demo on device too when I get home from work. I was thinking about moving away from your library and just use those events but maybe I should first try them too. :) |
As I suspected it is not working on physical device either. https://drive.google.com/file/d/1-Wc9Jr2w8vipAFWO3wqVAEtSFeSzTR1-/view?usp=drive_link |
I made a simple project from scratch. Touch (InputEventScreenDrag) works on 4.1.3 but not in 4.2.1 on emulator nor device. For some reason on 4.2.1 on emulator and device touch is registered as mouse left and drag as mouse motion regardless is emulate mouse from touch is on or off. `extends Node2D @onready var label = $Label func _input(event: InputEvent):
Thanks for the help. I should get new mac next week so maybe fresh install will iron out this problem. Thanks for the help! |
Hi downloaded the demo https://github.com/Federico-Ciuffardi/GodotTouchInputManager-Demo My OS is windows 11 Godot 4.2.1 Stable Android Studio 2023.1.1.25 JDK 2.1 |
FYI: Nope, new mac didn't help. Still same issue on new mac with 4.2.1 Stable. On 4.1.3 it still works on new mac. Concerns both GDTIM and Godot native touch events. Tried also with 4.3-dev3 and it has same problem. I think I will have to open ticket to Godot's repo. For reference: godotengine/godot#88621 |
Problem is fixed in Godot 4.3 beta 1. |
I updated my Gogot engine from 4.1.3 to 4.2.1 and touches stopped to work on mobile. When I downgraded back to 4.1.3 it is working now again.
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