![]() ![]() If you do not provide users with a way to map their controls, only the above listed recognized controllers will be usable. ![]() These unrecognized controllers can only be supported if you provide your users a way to remap their controls, such as by using the included Control Mapper or by creating a custom control remapping screen. Neither of those controllers is listed here:Īll the information you need to know is on that page including these paragraphs:Īny controller which does not have a hardware definition will be usable only through user mapping or by mapping actions to numbered axes and buttons in the Unknown Controller map. That's the whole purpose of the free, 100% functional trial. The point of the warning is to tell you they do not appear to the system as analog joystick axes and cannot return analog values, only digital values like a Hat switch / Dpad.Ĭlick to expand.If you're referring to putting down money for Rewired, never do this unless you have tried it and it works for your needs. Most have 4-8 physical directions, while some may have more than 4 physical directions, you can always detect at least 8 directions out of those 4 buttons like a Dpad unless the hardware physically prevents you from pressing two at once. Hat switches have been a standard component in PC controller hardware for over 30 years. I do not believe it's necessary or appropriate that I provide a definition for a Hat switch in my explanation of the Nintendo Joy-Con limitations when used on Windows. If it's appearing to Rewired, then it's considered connected by all means available to check this sort of thing. Rewired even includes extra non-standard, custom checks to try polling the Bluetooth system and detect if a controller is actually connected with whatever means are available to do so. Problems like this are almost always due to installing tools like DS4Win, VJoy, or other drivers/mapping systems. Something wrong is happening at the driver/system level if this is happening. If your PS4 controller is appearing to the system, that means for all Rewired is able to tell from the HID information provided by Windows, it is connected. I could see the 0.7 values in the debug included with the Unity Input System and wanted to know if Rewired would return something like "UpRight" for the 0.7 value or return nothing at all.Ĭlick to expand.There is no such thing as an "inactive" controller. What I've seen doing my research on Unity Input vs InControl vs Rewired is people having problems with the diagonals. ![]() You might want to mention the 8-directional thing, not everyone is a controller expert and knows "hats are always 8-directional". Is this a limitation of the Demo? Is there a way to preference active controllers over disconnected ones? (The ControlMapperDemo scene also had the DualShock first, but it did allow me to navigate with the Joy-Con.) Once I hit + to change Joystick Id to 2 the Joy-Con it worked and I got values on the screen. I then went back to UnityJoystickElementIdentifier and noticed it was listing 2 controllers, a disconnected PS4 controller (that hadn't been connected for a day) and the Joy-Con. It wasn't until I tried the EightPlayers scene did something happen. The GamepadTemplateUI scene showed nothing happening, UnityJoystickElementIdentifier no input values showed on screen. I did download the demo and at first I didn't think it worked. I could see the 0.7 values in the debug included with the Unity Input System and wanted to know if Rewired would return something like "UpRight" for the 0.7 value or return nothing at all. ![]()
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