This is a collection of controller deadzone examples for Godot 4.2 supporting analog input (Joystick/Thumbstick). Just start the project and grab your controller/keyboard.
LB/Q: Previous Deadzone
RB/E: Next Deadzone
GOOD: Almost nothing.
BAD: Everything. Constant drifting, cardinal movement almost impossible.
GOOD: All directions will have a max magnitude of 1.0. Cardinal movement is easy for the player.
BAD: The minimum magnitude is both > 0.0 and not constant depending on the direction the stick is pushed. Very slow movement is not possible.
GOOD: Very slow movement is possible because output is rescaled so movement starts at the deadzone point
BAD: Diagonal movement is slower than cardinal movement (because the scaling is done for 1.0 max values, but diagonally its less than that)
GOOD: All directions have a max magnitude of 1.0.
BAD: Cardinal movements are almost impossible. Very slow movements are impossible.
GOOD: All directions have a max magnitude of 1.0. Very slow movements are possible.
BAD: Cardinal movements are almost impossible.
GOOD: All directions have a max magnitude of 1.0. Very slow movements are possible. Cardinal movements are easy to do.
BAD: Almost nothing.
This was tested with a XBox One Controller.