0 votes

Just downloaded Godot v3.3.2 for Windows.

Created a new project, added a Sprite as root node into my scene, put the default icon.png as texture and added a gdscript to the Sprite and here a strange thing is happening so now I just print out if ui_up is pressed.

extends Sprite
func _process(delta):
    print(Input.is_action_pressed("ui_up"))

For some reason this evaluates to True right after I start it with F5. If I press UP and release it it becomes False and after this all working fine until I restart the game. But starting again with F5 it starts with True again (actually first will be False and Trues right after that). Also after start if I move the game window with my mouse it goes to False and behaves normally. But start usually starts with one False and right after that all True. ui_left/right/down are all OK they are False by default.

Godot Engine v3.3.2.stable.official - https://godotengine.org
OpenGL ES 2.0 Renderer: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2
OpenGL ES Batching: ON

False
True
True
True
True
True
True
True
True
...

I tried to unplug my keyboard but it is the same. Not sure why this window is receiving that key event. If I export it to exe and run it is the same. But it is not happening in a VMware Windows client on the same host. I was thinking that maybe Kaspersky is doing some funny thing so disabled it but still the same.

In my Input Map I have this:
ui_up:
- Up
- Device 0, Button 12 (D-Pad Up)

I had one Xbox 360 wireless receiver connected to USB but I plugged that out. I also have an Xbox One controller connected wirelessly but it is turned off. I also have a VJoy Virtual Joystick to control the smoothness when playing with Flight Simulator but the actual Joystick is not connected at the moment, so not sure what is Device 0. I have a feeling that some of these devices are messing something up.

Any idea what can I check? Tried to uninstall some of the drivers of these controllers but not really sure which one it is.

Godot version v3.3.2
in Engine by (12 points)

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