godotengine / godotengine/godot

Joypad trigger buttons incorrectly mapped on Android

Open
#108,982 2 comments 0 reactions 0 assignees View on GitHub
bug platform:android topic:input
Dominant language
C++
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Forks
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PR merge metrics
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Description

### Tested versions

- Reproducible in v4.4.1.stable.official.49a5bc7b6

### System information

Godot v4.4.1.stable - Arch Linux #1 SMP PREEMPT_DYNAMIC Thu, 22 May 2025 05:37:49 +0000 on Wayland - X11 display driver, Multi-window, 1 monitor - Vulkan (Mobile) - integrated Intel(R) Iris(R) Xe Graphics (RPL-U) - 13th Gen Intel(R) Core(TM) i7-1355U (12 threads)

### Issue description

On Linux, the joypad right trigger input correctly reads values between 0 and 1.
On Android, the joypad right trigger begins by reading 0. Then if you press it, it reads 1. But when you release it reads 0.5 and not 0.

The issue persists whether you are using `InputEventJoypadMotion.axis_value` directly or `Input.get_action_strength()`

### Steps to reproduce

Create a label
Create a script for the label that gets the `axis_value` of `RIGHT_TRIGGER` on `_input()`

Test it out on Linux
- connect joypad controller
- press Right Trigger
- release Right Trigger

Test it out on Android
- connect joypad controller
- press Right Trigger
- release Right Trigger

### Minimal reproduction project (MRP)

[mrp.zip](https://github.com/user-attachments/files/21440675/mrp.zip)

Contributor guide

Open the contributing guide

Research direction

Start by running the attached MRP on Linux and Android, then trace the values reported through _input(), InputEventJoypadMotion.axis_value, and Input.get_action_strength(). Compare the right-trigger readings before pressing, while pressing, and after releasing. Done means Android reports 0 after release, matching Linux behavior.

Written by the indexing model from the issue text.

Assessment

Tech stack
android, cpp
Domain
game-dev, mobile
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
45/100

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