![]() InputManager.DetachPlayerActionSet( this ) When I removed the statement from "PlayerActionSet" abstract class worked. But when the next scene is loaded I can't move my player. I tried to keep PlayerActions in a Singleton and put into each player. How is the best way to use the same PlayerActions between scenes? I checked (marked) InControl to be "Dont't destrou on load". Then pass all those of lower value directly to InControl’s GetControl() with a cast and handle the additions with calls to the properties. You could even copy InControl’s enum wholesale (if you want all the entries) and tack on the additional four at the end with explicit high values to leave room if InControl’s grows in the future. properties still exist, there just aren’t entries in the InputControlType enum for them. So that said, I think your best bet is to create your own enum and switch on it to pull from InControl. Adding them back creates confusing situations to users in general such as they wouldn’t work with the bindings API, or in device profile mappings. ![]() I’m sorry it broke your system-I do try hard not to make breaking changes, but this one seemed necessary and it affected very few users. In any event, you don't really need to use XInput unless you're running into a problem or need the features it provides.Ĭlick to expand.Yes, I made that change to support the new bindings system and it simplified a lot of the internal implementation. The console message is just letting you know that the regular Unity device profile won't be used for that specific controller since XInput is activated. exe to see which it is actually using? Sometimes it seems like systems need DirectX or the Xbox 360 driver reinstalled to work with XInput. Have you tried building the TestInputManager scene to. exe build and falling back to regular Unity input. that XInput is working in editor but not detecting your controller and is actually not working with the. It could even be that it's working the other way around. Although usually there's some kind of error in the console when the DLLs can't be found. If you're using Unity 4, you might need to copy the DLLs to the root of your project. If you know your way around code, converting existing scripts to use InControl should be very easy, and I am more than happy to assist with any technical questions or support issues you may have.Click to expand.You might just take a look at and make sure you have all the required steps completed. That said, InControl has a simple API that will make getting cross platform controller support into your game much, much easier. This is a C# asset intended for use in C#. InControl is known to work with JavaScript / UnityScript, but no guarantee or thought is given to such compatibility.I will not convert other assets to use InControl for you. They will require some simple modification by you. InControl will not work out-of-the-box with other plugins and scripts in the Asset Store. ![]() The point is, after all, to improve things. It is certainly not a drop in replacement for Unity's Input class. While there are a few editor shortcuts to help you get set up, it requires actual code to use. In order to avoid misunderstandings, I would like to be upfront about the following points: This price tends to increase every few versions as major features are added. InControl is currently sold through the Unity Asset Store and is priced at US $40. Native module for Windows, Mac and MFi (macOS, iOS, tvOS) for more reliable and efficient controller support.Events for attached and detached devices.Trivial to support new devices and platforms. ![]()
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |