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"MOUSE_MODE_CAPTURED" Majorly reduces mouse sensitivity and causes "Jittery" movement for fps games #54818

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UAVwaffle opened this issue Nov 9, 2021 · 3 comments · May be fixed by #57264

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@UAVwaffle
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UAVwaffle commented Nov 9, 2021

Godot version

v3.4.stable.official [206ba70]

System information

Windows 10

Issue description

. When using "MOUSE_MODE_CAPTURED" sensitivity drops substantially. In order to work around this I must multiply my camera's rotation by 2 (normally would only use numbers around .3), but this causes jerky movement. To clarify on "jerky" or "Jittery" movement, I mean the minimum my mouse moves is around 2 degrees at a time. When I enter "MOUSE_MODE_VISIBLE" everything returns to normal, but I obvs can't use that mode for a fps game.

ps. I am using the latest steam version of Godot, also I know this is a recent bug because about a week ago all of my fps controllers were fine and now all of a sudden this happens

Steps to reproduce

I can't really elaborate more on reproducing this, just make any fps controller and use "MOUSE_MODE_CAPTURED"

Minimal reproduction project

BugShouldBeHere.zip

*note: This is a joke game I'm making, but I haven't added anything so it'll work the main scene is in "lvls" if you go in the player script you should notice my "mouse_sensitivity" is set to 2 when moving the mouse the minimum movement is 2degs(which is the bug), finally I have tried many different controllers non have changed anything this affects all my projects even the ones that used to work perfectly and haven't been touched in months

@Calinou
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Calinou commented Nov 10, 2021

@UAVwaffle Please upload a minimal reproduction project to make this easier to troubleshoot.

When using Input.MOUSE_MODE_CAPTURED on Windows and Linux, raw input is automatically enabled. This bypasses OS-provided mouse acceleration and smoothing to ensure that only actual mouse input is represented. This is good since these days, most people expect raw input to be used in games that use captured mouse control. If you need mouse acceleration or smoothing in your project, you need to implement it yourself or use a system-wide mouse acceleration program.

@UAVwaffle
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@Calinou I did not add a minimal reproduction project because I have made many fps controllers in the past and never had this problem, but today when I opened Godot the I experienced the bug, this happens on not just my current project, but all of them even ones that worked perfectly just a couple of days ago (non of the code was edited between them). I'll throw in a project asap just incase it's a new setting I don't know about or something else

@UAVwaffle
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*Updated with project

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2 participants