Hello, thanks for reading!
I’m trying to make my game mobile-compatible, and wish to use the ‘thumb-pad’ / ‘D-pad’. It shows natively when I log into my game on mobile, and works well. I also added some other buttons using the ContextActionService:BindAction by setting the 3rd argument to true.
This all works well. However, at some point I want to use that same control-pad-for-walking to do other things (controlling a car). I tried the following:
ContextActionService:BindAction(“SteerForward”, SteerForward, false, Enum.PlayerActions.CharacterForward)
ContextActionService:BindAction(“SteerForward2”, SteerForward, false, Enum.KeyCode.DPadUp)
ContextActionService:BindAction(“SteerForward3”, SteerForward, false, Enum.KeyCode.Thumbstick1)
But none of these work and capture the signal (I blocked control of the player’s humanoid by setting it to PlatformStand, but that doesn’t seem affect the issue)*.
My question:
Is there a way to capture input from that thumb-stick (and possibly the native jump button too)? Is there a Enum I can use to capture it with the ContextActionService? Or if not, should I maybe make a feature request?
And if all this is impossible, what would be the best/advised alternative to create a smooth movement-control mobile gui (separate, aswd-style buttons are not great for steering).
Sorry if I missed something obvious/simple here… Thanks a real bunch for any advice or help!
Kind regards,
Nonaz_jr
*some last details: the Enum.KeyCode.Thumbstick1 sometimes receives the ‘cancelled’ event (input state), but I put it back at the top of the stack and still never receives any other event. Ideally I need the ‘Enum.UserInputState.Begin’ and ‘Enum.UserInputState.End’ events for each direction, though any axis/directional information would do, it doesn’t have to be through ContextActionService even. Thanks so much for any help!