![]() Problem: Unity UI navigation with joystick or keyboard doesn't work Is there any breakpoints/debug code I can use to focus on what might be going wrong with auto-assignment? I suppose worst case scenario, I can handle auto assignment manually but would like to know of options to avoid developing my own system for that.Ĭlick to expand.This is a Unity UI usage issue, and while not related to Rewired, it's addressed in the RewiredStandaloneInputModule documentation because of how often it is asked: Seems like all functions are working besides auto assign which my current implementation depends on. Not sure what I'm doing wrong, works just fine on other platforms. Kept plugging gamepads in and out and no auto assign worked. When unplugging the first assigned joystick, it was successfully unassigned from the player. 2nd Joystick is recognized but no auto assignment. To focus on auto-assign, I tried plugging in a second controller. The controller was successfully added to the player and the gamepad functioned correctly. P.controllers.AddController(ControllerType.Joystick, 0, true) In the debug code provided, I added a line to assign the detected joystick to a Player. The Joystick is detected and I have my Player mappings set up just fine it seems. The current configuration I have works fine for PC, Mac, and Xbox One Dev kit. So it looks like the issue is Auto-Assign Joysticks is not working for me on the PS4 Dev Kit. In addition, Custom Controller axis sensitivity will be applied to all Custom Controller axes so if you have other axes of other kinds, they will be affect by this sensitivity setting as well.Ĭlick to expand.Thanks for feedback how to debug. Setting Custom Controller axis sensitivity to something tiny like 0.05 might be enough to make it seem like the joystick and touch pad values are close enough, but then you'll still have a problem when you multiply the result by ltaTime which will cause the touch pad speed to vary based on the frame rate. A pixel delta can return values > 10, even >100 depending on the frame rate and how fast you are swiping. You joystick axis being clamped to +/- 1 will never be large enough to match what you're getting back from a touchpad as a pixel delta because it's clamped. In this case, if you've set it up correctly, the Custom Controller axis for the touchpad would be set to Relative coordinate mode because it's returning a pixel delta value and Calibrate would be set to False. ![]() Joystick axis sensitivity is multiplied by the joystick axis value and the result is clamped from -1 to +1.Ĭustom Controller axis sensitivity is multiplied by the custom controller axis value and the result may or may not be clamped depending on the Coordinate Mode setting of that particular Custom Controller axis. This is the same thing that would happen if you were to use Input.GetAxis("MouseX") and Input.GetAxis("Horizontal") (from a joystick) and try to use the same code on both.Īs for Input Behavior sensitivity, you need to understand what they do: For example, delta values should never be multiplied by ltaTime while absolute values must be. As I stated before, touchpads act like a mouse and returns a pixel delta value (unless, of course, this is a Rewired touch control Touchpad where you can set the value format it returns.) Pixel delta values are not equivalent to absolute -1 to +1 values returned every frame by a joystick axis. Are you using the same code to process the values from both the touchpad and the physical joystick axis? Is this "touchpad" a Rewired touch control Touchpad?Ģ. ![]() Click to expand.I'm still not clear on two things:ġ.
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