I've got it working pretty well, but ran in to some problems because I can't find any way to access input functions at a lower level than through the basic stuff available in Input.ġ.) Joysticks are not ever detected when plugged in while game is running. More.I'm writing an Input Manager of my own to replace Unity's that will allow my players to customize their controls in-game as well as allow me more fine grained control of how they customize things. When enabled on initialization, the input manager will first check whether XInput is supported on this platform and if so, it will add an XInputDeviceManager. When set to zero (default) it will equal the project's fixed update rate. Set the Native Input background thread polling rate. When set to true, this will be prevented. Controller input generally does not prevent the system idle timer and the screensaver may come on during extended gameplay. Set Native Input to prevent system sleep and screensaver. DirectInput will be used for all non-XInput-compatible controllers. Additional XInput-compatible beyond four controllers will be ignored. When set to true (default), XInput will be utilized which better supports compatible controllers (such as Xbox 360 and Xbox One gamepads) including vibration control and proper separated triggers, but limits the number of these controllers to four. Set Native Input on Windows to use XInput. Setting it higher will introduce latency, but may smooth out input if querying input on FixedUpdate, which tends to cluster calls at the end of a frame. (Experimental) Usually you want this to be zero (default). When set to zero (default) it will equal the projects fixed updated rate. Set the XInput background thread polling rate. More.Įnable XInput support (Windows only). When enabled on initialization, the input manager will first check whether Native Input is supported on this platform and if so, it will add a NativeInputDeviceManager. Input updates will resume when the app regains focus. When enabled and the app loses focus, input will be cleared and no. Suspend input updates when the application loses focus. While disabled, all controls will return zero state. Toggle whether input is processed or not. This is a good way to query for a device in single player applications. The currently active device is defined as the last device that provided input events. Gets the currently active device if present, otherwise returns a null device which does nothing. For more flexibility, see Ke圜ombo.Detect() More. More.ĭetects whether any (keyboard) key is currently pressed. Gets a value indicating whether the InputManager is currently setup and running. When false (default), the Y axis will be positive up, the same as Unity. Gets or sets a value indicating whether the Y axis should be inverted for two-axis (directional) controls. Query whether a command button was pressed on any device during the last frame of input. Do not treat this collection as a list of players. The collection is in no particular order and the order may change at any time. This collection should be treated as a pool from which devices may be selected. Not every device in this list is guaranteed to be attached or even a controller. This must be called before the input manager is initialized. More.ĭetach a device from the input manager. More.Īttach a device to the input manager. Query whether a device manager is present by type. Get a device manager from the input manager by type if it one is present. An error will be raised if you try to add more than one. Only one instance of a given type can be added. More.ĪddDeviceManager ( InputDeviceManager deviceManager)Īdds a device manager. The net result here should be that the state on all controls will return zero/false for the remainder of the current tick, and during the next update tick WasPressed, WasReleased, WasRepeated and HasChanged will return false. More.Ĭlears the state of input on all controls. More.įorce the input manager to reset and setup. DEPRECATED: Use the InControlManager component instead.
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