11/20/2023 0 Comments Rewired unity forums![]() ![]() Here is a screenshot about how your prefab shows the info in both of my projects: I placed your prefab in both of my projects (to recap, Rewired seems to work only in the a new project, in the existing one I dont get input from the joystick to my script, the movement vector is always zero). Once Unity 5.1.3 is released, this manual fix will no longer be necessary.Īnd thank you for your reply. Please see this post for the fix for this issue. Joystick detection will still be problematic though because the underlying Unity input system is buggy.Īttention: If you are using a Unity 5.1.2 patch release, you will get compiler errors from RewiredStandaloneInputModule.cs due to breaking changes made by Unity. Use Control Mapper and you should be able to map your controls manually. WebGL is still labeled "Preview" by Unity for good reason. Any implementation I would try to build on top of this would be flaky, inconsistent, and an all-around bad user experience, plus I would then have to provide support when nothing works right. It's just too early to try to build a house on top of this quicksand. Some critical bugs that prevent me from being able to accurately detect what's attached which I cannot fix, some elements like d-pads are unusable on some controllers, some controller elements start in the on position (OSX Chrome, X360 pad's right trigger is always On by default), device detection is sporadic, delayed, inconsistent between FF, Chrome, and Safari, some controllers take 5-10 seconds to appear, all controllers disappear and on Chrome when any controller is removed, controllers in FF aren't detected on startup until a button or axis is pressed on each device (same behavior on Chrome OSX, but not Windows), joystick ordering changes with each connect/disconnect, device names are different on every platform for every browser, axis/button layouts as well can vary per-browser, per-platform which may mean potentially many, many mappings required per controller, I don't know if all this can vary per-browser version or OS version too, etc. I will not attempt to add controller definitions until this becomes more stable. WebGL joystick input is unstable and seriously, seriously buggy. The difference is, no controllers are recognized so no predefined controller maps can be loaded for this platform. But I doubt this has anything to do with why Rewired doesnt work in my project.Ĭlick to expand.Web GL is already supported. So can there be something in my project that would somehow block the input from joystick? I even tried creating a new scene in my existing project and did the same steps, but still got no input.ĮDIT: Oh, I did one thing differently: In my existing project, when creating the Input Manager I accidentally created a UI -> Control Mapper first, but I deleted it and then created the Input Manager. But in my existing project it doesnt work (movement vector is always zero) when I do the same steps. Now, in a clean project this works when I play the scene (I get input from the joystick). So something in my previous project (an Oculus Rift project) is blocking the input.?ġ) Added an Rewired Input Manager from Window menuģ) Added an action of type axis and name "MoveHorizontal"Ĥ) Created a joystick map for "Thrustmaster USB Joystick" and mapped MoveHoriztontal action to X-axisĥ) Added the joystick map for player0 (not to the system)Ħ) Added moveVector.x = player.GetAxis("MoveHorizontal") in a test script The movement vector returned by player.GetAxis() is always zero. Hi, I just bought the full version of Rewired and ran into a problem: In my existing project, I am not getting any movement from my joystick (Thrustmaster USB Joystick). ![]()
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