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#3
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Truth is I wasn't doing that, but why should this matter since the EventClass instance of each Interaction object has it's own callbacks? Isn't this the purpose of EventClass after all, to be able to assign different callback functions for the same event?
For future reference of anyone visiting this thread, putting the following check at the beginning of each callback function fixed the problem: Code:
if e.joy != self.joystick:
return
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