Skip to content

Latest commit

 

History

History
98 lines (66 loc) · 2.78 KB

README.md

File metadata and controls

98 lines (66 loc) · 2.78 KB

Godot Virtual Joystick

A simple yet powerful virtual joystick for touchscreens in Godot, packed with useful options to enhance your game's mobile experience.

Godot Engine GitHub

🎮 Features

  • Easy to integrate
  • Customizable appearance
  • Multiple joystick modes
  • Input action support
  • Visibility options

📸 Preview

🚀 Quick Start

  1. Add the joystick to your scene
  2. Configure the options
  3. Use the following script to get started:
extends Sprite2D

@export var speed : float = 100
@export var joystick_left : VirtualJoystick
@export var joystick_right : VirtualJoystick

var move_vector := Vector2.ZERO

func _process(delta: float) -> void:
    # Movement using Input functions:
    move_vector = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
    position += move_vector * speed * delta
    
    # Rotation:
    if joystick_right and joystick_right.is_pressed:
        rotation = joystick_right.output.angle()

⚙️ Options

Option Description
Joystick Mode Fixed, Dynamic, or Following
Dead Zone Size Minimum distance for output
Clamp Zone Size Maximum distance for output
Visibility Mode Always, Touchscreen Only, or When Touched
Use Input Actions Trigger input actions defined in Project Settings

🛠 Setup Tips

  1. Create a CanvasLayer node named "UI" for all UI elements
  2. Add the Joystick scene as a child of the UI node
  3. Enable "Editable Children" to customize joystick appearance
  4. Refer to the example scene in the "Test" folder

📘 FAQ

Multitouch Issues?

Ensure these settings in Project -> Project Settings -> General -> Input Devices:

  • "Emulate Touch from Mouse" : ON
  • "Emulate Mouse from Touch" : OFF

If other buttons don't work with this configuration, use TouchScreenButton instead of TextureButton.

Input.get_vector() Not Working?

⚠️ Fixed in Godot 4.2.1

For earlier versions, use this workaround:

input_vector := Vector2.ZERO
input_vector.x = Input.get_axis("ui_left", "ui_right")
input_vector.y = Input.get_axis("ui_up", "ui_down")

🤝 Contributing

Contributions are welcome! Feel free to submit issues or pull requests on the GitHub repository.

📄 License

This project is licensed under the MIT License - see the LICENSE file for details.


Made with ❤️ for the Godot community