- #Universal control remapper axis sensitivity how to#
- #Universal control remapper axis sensitivity manual#
Since we're aiming to cover the majority of gamepads we'd like to show different tips for different controllers: specifically we won't to show tips for XBox-like controllers, DualShocks and SteamControllers.
#Universal control remapper axis sensitivity how to#
We must display some tips with glyphs of gamepad buttons for our gamers so they know how to play. XInput gives us all the benefits of civilization: vibration, support of Steam controller and other Steam features, unified controller mapping (as Dual Analog Gamepad) etc. As far as I understand, this means that for Windows Rewired will use XInput and for other platforms raw data from device. We use RawInput as input source with XInput enabled. In addition, making them partial classes and encouraging you to make your own members in those classes leads to the possibility of member name clashes when generating the consts.Ĭlick to expand.And now I'm more confused than before.ġ. And if you use the namespace option, you can make your own classes in there if organization is the concern. Exporting constants from the tool is probably something you'll do 1 to a few times per project max.ĭo you have an example use case for this? I don't really see the usefulness in re-using these classes for your own purposes since they exist for auto-generated data and at the most would save you from making one extra class for your own non-auto-generated content. I think if you want to re-use one of these classes for some reason, it is extremely simple to add the partial keyword to the class(es) you want to re-use. Even then, there are many bugs that cannot be fixed which simply make the use of joysticks sub-optimal and would result in a frustrating user experience.Ĭlick to expand.Which class? The wrapper class (which is optional), the Actions class, the Players class, the Map Category class, the Layout classes (3 of them), the Custom Controller classes (one per controller)? There are many things which can be exported from this tool, all of which are optional.
This makes it highly impractical to provide controller auto-recognition for WebGL because it would require code to detect OS, browser, and browser version and require potentially dozens more controller definitions for each controller Rewired supports. These inconsistencies even vary across different versions of the same browser on one OS, and across the same versions of the same browser across different OS's. WebGL controller support is very poor at this time with a huge number of cross-browser bugs and inconsistencies.
#Universal control remapper axis sensitivity manual#
There is no auto-recognition of devices on WebGL at this time.Ĭan you add joystick auto-recognition for WebGL?Īt this time, joysticks on WebGL are only supported via manual user mapping of controls at runtime through the use of a system like Control Mapper.
WebGL uses UnityEngine.Input for the input source.