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How to use incontrol unity
How to use incontrol unity





how to use incontrol unity

how to use incontrol unity

Desktops are like the wild, wild west by comparison. We are at the mercy of hardware, OS and Unity limitations here.Ĭonsoles are an exception because they implement their own proprietary hardware, OS and drivers, which is also why they can have nice features like player lights, touch pads and colored LED bars and rumble. That makes it impossible to know that the same device has been reattached, or keep the order identical. well, it's not pretty.Ĭontrollers have no virtually no standardization and HID (the protocol desktops use to talk to input devices) does not require devices to provide any kind of unique ID and thus they don't have one. Let me know if you would find this For single player, the solution is simple: use InputManager.ActiveDevice and you're done. I'm considering adding a page on the website where users can register with their Asset Store invoice number and get downloads along with early access to new versions. Most major new features will be Asset Store only Tack If you want direct access to a non-standard mapped control for a particular device you can always do inputDevice.GetControl( InputControlType.Start ) Just be aware that many controllers may not have that button, which is why I added the more generalized MenuWasPressed which just maps to any of those menu-y buttons.

HOW TO USE INCONTROL UNITY UPDATE

Unity tends to update controller support even in very minor point updates, which is why I keep InControl on the latest official release of New versions are typically on GitHub before I submit to Unity, although the touch features are Asset Store only. It will run under 4.3.4, except that you'll need to comment out a few attributes that are 4.5 only, and also a few controllers may not work quite right (the PS4 controller on Mac comes to mind).







How to use incontrol unity