Could you check what https://controllertest.io/ shows (for all controllers it reports as connected)?
There were problems before where certain other hardware appeared as controllers with different axes, throwing the plugin off.
Could you check what https://controllertest.io/ shows (for all controllers it reports as connected)?
There were problems before where certain other hardware appeared as controllers with different axes, throwing the plugin off.
Right, and it’s the left stick that’s non-zero, which schold have no effect.
I’ll try to replicate this here with the newest version of the MZ core scripts.
If I can’t figure it out that way, I’ll reply with a few JS commands that should help with debugging this.
How fast does the cursor move upwards?
I forgot that I used locals, which are a bit more difficult to debug.
There’s a line in the plugin that reads
x += dx, y += dy;
please insert console.log(x, dx, y, dy); directly above that so that it reads:
console.log(x, dx, y, dy);
x += dx, y += dy;
Press F12 and tell me what’s shown in the console there, if anything, when the cursor moves:

There’s another place that could be helpful:
Where it says
dx += x;
dy += y;
add console.log(x, y, gamepad.id); so that it’s:
console.log(x, y, gamepad.id);
dx += x;
dy += y;
This should show any devices that the plugin sees as controllers.
(Edit: I should be able to exclude the one that causes problems, that way.)
There’s one other place where the plugin can move the cursor, that this doesn’t cover, but that is only reachable when using the “Point at” plugin command.
Thanks! The increasing “x” value is actually fine in this case, that’s a side-effect of the plugin interpreting the R-stick as overall outside the deadzone and it being very slightly off-centre.
The main problem is that the fourth axis (which would normally be R-Stick downwards) is being seen as -1, i.e. all the way up.
Maybe the controller has a different axis layout due to the gravity sensor.
I you could add console.log(axes, gamepad.mapping, deadzone); at the second insertion, that should give me enough information to at least look this up. (You can remove the other ones.)
It would also be helpful to know which numbers in the axes array change when you move the R-stick.
If the axes are indeed different, then that along with the mapping or id will be enough to special-case it.
Ah, and another possibility: The DualSense controller is around two years younger than the default runtime that comes with MZ.
Maybe it’s not supported properly by that older version, in which case updating it might fix the issue: https://itch.io/blog/484532/how-to-update-nwjs-in-rpg-maker-mv-and-mz-for-rpg-devs
That would also explain why the controller test site reports everything as centered.