![]() But at runtime we can only Load mappings to a player's specific controller based on the controller id. In the editor, we assign Mappings (category and layout) for Keyboard and Joystick types, to every player. How the "keep controllers assigned to players" option work internally? Is it based on guid? I may need to emulate it.ģ. Are joystick hardware guid consistent and enough for this kind of check? Or device names need to be tested as well?Ģ. Like allowing players to tell the system how a particular unknown joystick should be mapped. I wonder if there's a good practice and if it's supported to allow players to map an "unknown" joystick by creating a mapping for the joystick type, save it in an XML string, and every player that gets that particular joystick (based on hardware guid) connected, to load that mapping. The player prefers a different buttons configuration or likes dpad over stick and he needs to remap every time he is assigned a different controller.ġ. The controller is "unknown" and the default mapping is wrong, so every player wants/needs to remap it.ī. There are 2 cases where players must remap their controller:Ī. But since on Windows, controllers come in any order this may lead to complications. This should be nice as long as that player always "receives" that controller. The main issue is that Rewired works by assigning mapping (category+layout) to current controller (id) of a given player. I'm investigating Rewired for my 4 players local party game and I have a few questions (sorry for the long post) This example is not meant to show you how to work with Unity UI, just the actual process of remapping a control using Input Mapper. ![]() Simple Control Remapping ignores all kinds of necessary processes such as ignoring input for a period before remapping begins in order to filter out stick releases, etc. Control Mapper shows a complete example using Unity UI, but has the same issue of complexity. Other examples such as the older ControlRemapping1 example are complete examples, but I got too many complaints from users who didn't want to read through 2000 lines of code to find what information they wanted so I made the simple version. Simple Control Remapping is meant to be extremely, extremely simple for the sake of just showing you the process of remapping and nothing else. You can disable all UI elements during polling using a Canvas Group (this is how Control Mapper does it) using a, disable your UI controller maps, disable input in the RewiredStandaloneInputModule component, or other methods. You would have to disable UI controls while mapping to prevent it from moving on the UI. No, there is no "use" event concept in Rewired. And this can be difficult with the way things work right now.ītw, we are using the 1.1.10 version of the Rewired plugin if it's any help.Ĭlick to expand.Simple Control Remapping is meant to be extremely, extremely simple for the sake of just showing you the process of remapping and nothing else. Since we want to display glyphs for both Xbox and PS4 controllers we need a consistent way of identifying a PS4 controller. Is there any explanation for this behaviour? I've also noticed that the Xbox Controller also gets detected twice, both times as an XInput device, with different device ids and a different name. So I would expect Steam to let the game handle input devices. However, all of these Steam Configurations settings are turned off for PS4, Xbox One and Generic Controllers. ![]() Now from what I could gather from reading the documentation and forums, Steam will try to emulate a controller as an XInput device if any of the Steam Controller Configuration settings are enabled either in the front-end (Big Picture) or the back-end (Steamworks Application settings). When I connect a PS4 controller, 2 devices get detected: first as an RawInput device and shortly afterwards as an XInput device. ![]() Hi have a Steam related problem regarding RawInput as Primary Input Source and Use XInput checked.
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