![]() ![]() The underlying joystick axis is what is calibrated and the Action is calculated from all the bound controller elements. It's only going to work if Unity programmed the dropdown component to work properly with the Selectable navigation system.Ĭlick to expand.Actions cannot be calibrated. Try this with the UnityStandaloneInputModule and see if it works. This logic is 100% on the dropdown control to handle. Once the dropdown list opens, the control has to be smart enough process the navigation events to step through the items in the list. The only part the underlying Input Module has in this is to send these events to the Event System as the user presses buttons. If the object is the selected GameObject in the EventSystem, it will receive the OnSubmit event when you press the button associated with the Submit Action and directional navigation events when you press the element associated with movement. The underlying Input Module source doesn't know anything about the controls that are receiving the events. The controls can't even tell what the source of these events is. The source Input Module creating those events doesn't matter. They respond to input events that are sent through the event system. The whole point of the MaxAbsValue system I put in place for these controllers was to get around problems caused by the fact that the Axis 8 and 9 don't always work, especially if using more than 4 XInput devices, only Axis 2 is reliable.Ĭlick to expand.This is a new Unity bug.Ĭlick to expand.This almost certainly has nothing to do with Rewired at all. Most likely it happened at some point in 2019 and possibly backported to the LTS releases of 2017 or 2018. Now to figure out in which version(s) they did this. My testing still shows this is true in older versions of Unity. You can see plenty of mappings on the internet that show Right Trigger is supposed to be a negative value and Left Trigger positive: They inverted the Axis 2 value at some unknown version of Unity blowing up all the Windows fallback definitions for all XInput-compatible devices (360, One, Logitech F310, F710, Zhidong, etc.). Another Unity screw up, or less likely, an intentional change. I'm not sure if this config problem exists in other controllers, I'll have to try testing Xbox 360 and other XInput controls.Ĭlick to expand.Yep. > Change Source Axis Range from Negative to Positive Right Trigger > Custom Source Data Entry 0 (for Axis 2) > Change Source Axis Range from Positive to Negative Left Trigger > Custom Source Data Entry 0 (for Axis 2) These seem to be flipped, which combined with inversion causes both axes to report the same value. Under Hardware Joystick Map Editor > Windows Fallback > Axes The issue seems to be in the configuration in: Rewired/Internal/Data/Controllers/HardwareMaps/Joysticks/MicrosoftXboxOne.asset Using the UnityJoystickElementIdentifier I noticed Axis 2 seems to be the value that should go between -1 and 1, and that was working. when holding down left stick, both stick axis = +1 when holding down right stick, both stick axis = +1 when holding down left stick, both stick axis = -1 Am I misunderstanding how the triggers work and this is normal, or have a terribly misconfigured things resulting in both triggers giving the same 0-1 result? ![]() I'm trying to get the negative values from the triggers, but it all seems to exclusively return a range between 0 and +1. Based on everything I've read in the docs, when not using XInput, both triggers work as a single axis, with Left Trigger being -1 and Right Trigger being +1. Hey, I'm having an issue with DirectInput and triggers. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |