Godot: Custom actions in Input Map are not saved to PCK

Created on 2 Jul 2017  Â·  14Comments  Â·  Source: godotengine/godot

Operating system or device - Godot version:
3.0 MASTER

Issue description:
Exported to PCK and ran indipendently.

func _unhandled_key_input(event):
   if event.is_action_released("toggle_fullscreen"):
      print("clicked")    

works when running from editor

Steps to reproduce:
Create a custom input map action. export to PCK and run.

Link to minimal example project:

bug core

Most helpful comment

This is a must have for alpha2, as right now the export workflow is kind of broken.

All 14 comments

Ah right.. no serializing of binary objects yet, need to add that

On Jul 2, 2017 1:46 PM, "Saggi Mizrahi" notifications@github.com wrote:

Operating system or device - Godot version:
3.0 MASTER

Issue description:
Exported to PCK and ran indipendently.

func _unhandled_key_input(event):
if event.is_action_released("toggle_fullscreen"):
print("clicked")

works when running from editor

Steps to reproduce:
Create a custom input map action. export to PCK and run.

Link to minimal example project:

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Note that defining custom inputs in the project settings does not save them.

This is a must have for alpha2, as right now the export workflow is kind of broken.

No. Custom inputs are not saved anywhere, so cannot be exported (as they aren't saved they don't exist). I would have assumed that, like with 2.1.x, they would have been stored in (what is now) project.godot, but they aren't (though I suspect they're meant to be).

@Sslaxx, @HummusSamurai : In theory b757158 fixes this, but I did not test it. Any testing is appreciated

@reduz - It doesn't, I've already tried it. As I stated above, it does not save any custom defined inputs in the project, ergo they cannot be exported.

@Sslaxx wait, this is a different problem.. you mean custom actions don't work even within the editor? I dont see this problem..

You can create them but it doesn't save them.

I can create new actions and they are saved, but adding inputs to the default actions doesn't work.

this issue is now fixed, but regarding adding input to default actions please open a new one

I'm still having issues on linux.

Those errors happens when starting the exported bin:

ERROR: decode_variant: Condition ' (type & 0xFF) >= Variant::VARIANT_MAX ' is true. returned: ERR_INVALID_DATA
   At: core/io/marshalls.cpp:98.
ERROR: decode_variant: Condition ' err ' is true. returned: err
   At: core/io/marshalls.cpp:542.
ERROR: _load_settings_binary: Error decoding property: input/pause
   At: core/project_settings.cpp:409.
ERROR: decode_variant: Condition ' len < 4 ' is true. returned: ERR_INVALID_DATA
   At: core/io/marshalls.cpp:93.
ERROR: _load_settings_binary: Error decoding property: g/environment/default_environment 
   At: core/project_settings.cpp:409.

With this basic test project: export-test.zip

Pressing the custom pause action in exported bin:

ERROR: event_is_action: Request for nonexistent InputMap action: pause
   At: core/input_map.cpp:172.

@hickop - did it crash or otherwise not work as expected?

@reduz - looks like this might need re-opening?

Apparently this isn't fixed yet.

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