![]() ![]() If you have a full working profile, you are welcome to send it to me for official inclusion in the package. Other than the button/analog mappings, you have to make sure the supported platforms property has the right string in it and the joystick names property should have the name as it appears to Unity in GetJoystickNames(). Then copy one of the profiles in InControl/Source/Unity/DeviceProfiles and adjust it accordingly. Fiddling with the controls will show you which inputs respond as which buttons and analogs. If you can’t get the new system to function, this setting would be worth checking. Instead, the Switch Pro controller must be connected via Bluetooth. Note: This support does not currently work for Switch Pro controllers connected via wired USB. From there, you can choose to use either the new system, the old system, or both. The Input System support Switch Pro controllers on desktop computers via the SwitchProControllerHID class, which implements basic gamepad functionality. You can make further changes in Project Settings > Player > Active Input Handling. The controller should come up as an unknown controller if InControl doesn’t support it and will list a bunch of analogs and buttons. This setting is all about which system Unity will use to get input data from. It’s not very hard but takes a little bit of manual trial and error.įirst, you’ll want to fire up the TestInputManager scene on device (or run it in the Unity editor for desktop systems). You can create the profile yourself if you like. Unfortunately adding support for controllers involves actually having them physically present to create and test the mappings. ![]() If you have a combined TwoAxisPlayerAction you can set it on that too.Ĭlick to expand.Possibly, although you can add support yourself. You can do that with the StateThreshold property: To get around that sensitivity you need to tell InControl that you want a different definition for what the true state is for these analogs. For example, moving the stick even slightly right will fire Right.WasPressed as soon as it is > 0 and then probably fire Up or Down as well since it's really hard to move the stick without moving the Y axis slightly too, and it might then fire up/down a few times as you wiggle across the Y axis a few times while moving right. WasPressed fires on the frame that the control changes state to true (that is, its value is > 0.0f), and for analog sticks, this is going to fluctuate when you're near any of the axes. see test.csĮDIT: This is intended behavior, here is their response to anyone else running into this problem in the future. Press any direction 1 time and it will log the other presses.ĮDIT: Tried it out using a different setup and i get the same results. I set this up in an empty project only with inControl imported. When i press in any direction it calls the other directions though. ![]() Hi i am running into a bug where i am trying to track the input of the left analog stick, pressing up/down/left/right. ![]()
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