![]() ![]() ![]() Rewired is returning what's mapped on the A button, probably because of the Return keycode from Unity. It's reading as the following keycodes: Return, JoystickButton10 and Joystick1Button10. We're using Rewired 1.1.19.9.U2018.Īs a preface, I'm running the code from to check out what is assigned and mapped on Rewired's side and using a check for GetKeyDown in all codes in Enum.GetValues(typeof(Ke圜ode)) to check out what is being triggered on Unity's side. I'm still using an Android 10 device and a standard XBox One controller. There is no way you would be able to do this without making changes to the PlayMaker Actions to get multiple bindings to the same Action.Īfter solving the Start button issue I had (or avoiding it, rather) I poked around Android controls for a bit. You cannot, for example, build a controller remapping system in PlayMaker. PlayMaker is not intended to be a complete replacement for code in Rewired. The PlayMaker Actions do not include most of the Controller Map system due to the sheer size and complexity of those systems and limitations of PlayMaker's ability to work with and store objects, structs, and arrays. In the C# API, there are many other functions to use to find Element Maps including the ability to iterate over all the Element Maps. This does not including matching on the pole of the Action to which it is bound. This function allows you to find the first Element Map that matches certain criteria. This "Get First Element Map Id With Action" PlayMaker Action is a wrapper for the same GetFirstElementMapWithAction in the C# API. You have two and you call it twice, you'll get the first binding twice. This will only ever get the first binding to an Action. Therefore, you also cannot get both bindings from calling "Get First Element Map Id With Action". In order to make key bindings to two poles of an Axis, you have to create two bindings in the editor. Key to Positive Axis or Key to Negative Axis. If you're binding a keyboard key to an Action, that by definition will be a split binding because a button can only bind to one pole if an Action. By definition, they bind one Action to one Element. And it does nothing anyway unless you enable "By Element Type."Įlement Maps can only bind to one element at a time. It means the physical controller element type that you want to search for. You are thinking that means the Action type but it doesn't. And setting "Element Type" to Axis for a keyboard key is not correct. I scale the mouse input using a float (I don't change anything in Rewired), and at its lowest setting the sensitivity can just be 1 (I will lower that more.), so just raw outputs from GetAxisRaw.ĭo you know anything I can try? Perhaps not using Native Mouse Handling or something else I've done wrong?Ĭlick to expand.There is no negative id. It works fine on almost everyone's computer, but on some the input values are huge. This is just a single player first person game, nothing crazy going on with the inputs from our end. I have RawInput selected and the "Use XInput" checkbox, with Native Mouse Handling selected, as well as Enhanced Device Support. This is all on Windows using GetAxisRaw, Mouse XY Axis Mode is MouseAxis, and Mouse XY Axis Sensitivity is 1. Do you have any idea why the mouse input values for various mice would change? I've got some users complaining that the game's mouse sensitivity is through the roof, even at the lowest settings they are unable to look anywhere since 1cm of mouse movement is a 1080 spin for the win. ![]()
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