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. Click to expand.You might just take a look at and make sure you have all the required steps completed.
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