Skip to content

Binding L3/R3 on Joystick (+ L3 can call Speed Mode) - #1358

Draft
DV666 wants to merge 15 commits into
Albeoris:mainfrom
DV666:BindL3R3
Draft

DV666 wants to merge 15 commits into
Albeoris:mainfrom
DV666:BindL3R3

Conversation

@DV666

@DV666 DV666 commented Feb 11, 2026

Copy link
Copy Markdown
Collaborator

Small PR to allow binding L3 and R3 buttons, regardless of the controller used (hopefully?).

By default, these buttons remain unbound because the KeyCode varies significantly depending on the connected controller/driver.
Therefore, I added an option in the game menu allowing players to manually bind these buttons.
This new option in the Configuration Menu only appear if a joystick is activated.

2026-02-11.21-34-05.mp4

L3 and R3 can now be accessed via:

HonoInputManager.Instance.IsL3Pressed()

HonoInputManager.Instance.IsR3Pressed()

If needed, L3/R3 can be unbound in the same menu by pressing Escape.

Why this feature? It allows mapping Speed Mode (F1 on Keyboard) to the L3 button on the controller, which is a massive Quality of Life improvement in my opinion.

Maybe we should add an option in Memoria.ini to toggle this default L3 binding for Speed Mode?

@WarpedEdge

WarpedEdge commented Feb 11, 2026 via email

Copy link
Copy Markdown
Contributor

@DV666

DV666 commented Feb 11, 2026

Copy link
Copy Markdown
Collaborator Author

Will this allow rebinding the dual language someone recently mentioned in the future? I saw the file, but that seemed to be locked to CapsLock specifically. Just wondering.

It has nothing to do with this current PR, but it's something we can do, yes. Maybe in #1255

@WarpedEdge

WarpedEdge commented Feb 11, 2026 via email

Copy link
Copy Markdown
Contributor

@DV666
DV666 marked this pull request as draft February 28, 2026 16:19
@WarpedEdge

Copy link
Copy Markdown
Contributor

Hey DV, I am looking into something, but regarding these new custom buttons that aren't part of the Vanilla experience. We can def keep them here, but I was wondering if it would have been better to create a "Mod Options" section under the Config Menu in the main party screen that is a clone of the Config menu, but blanked out. Then within this config menu Memoria options that have been added like this one would appear in the list of options. Modders could then create mod options that are indexed based on mod priority where as Memoria options always first, but then based on what mod is higher on priority appears after. So to put it as an example EchoS9 mod adds to the Config menu currently a Voice volume bar, that would need to be made instead into this Mod Options section where it appears under there, and if another mod adds a new setting, but is a lower priority than EchoS it appears under their voice volume option, or vice versa if it was higher. Does this make sense? That way new options are all housed in one location and modders then have an avenue to add their own options into there, maybe using a template of different kinds of options to use or something. Just a thought and I wanted to research it myself too, to figure it out, but does something like this seam feasible in the long run?

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants