I have a question about the PlayerMouse for which I couldn't find any "how to's" or other questions / FAQs: Only devices that have controller definitions can work with the Template system.įirst of all: thank you very much for Rewired! I just started diving into it and it simplifies so many things! There is no possible way to create a system that can automatically recognize and map all gamepads, steering wheels, flight controllers, or any other type of device because the required information to do this simply does not exist in the USB or HID data provided by the device. The Template only applies to and works with recognized gamepads that have controller definitions. NOTE: Do not be confused and assume that the Gamepad Template will apply to and work with every gamepad in existence. Controller Templates require the metadata provided by the controller definitions that have been created for each supported controller to work, plus the Template itself must also have a Controller to Template mapping to support the Controller. No, unrecognized controllers cannot possibly work with the Gamepad Template. But shouldn't the actions mapped on the default gamepad template work for unknown controllers without separately defining them? It seems like that should be possible.Ĭlick to expand.This is documented here: I defined my actions for Axis 1 and 0 and the buttons and got it working. Thanks in advance!Įdit: Welp, looks like I found it! It's right under the templates in the "Joystick Maps" tab for anyone looking. In case you need this info, I am using Rewired 1.1.24.0.U2018. I don't actually see any info on how to create an "Unkown Controller Map" but I assume it's somewhere in the Custom Controller section? So this leads me to believe that I need to actually create my own "Unknown Controller Map" to get this to work, or something is wrong with my specific Rewired instance. In previous builds of my game (before I implemented Rewired), I have checked and these new controllers do actually work since they match the "standard" gamepad button mappings, which I had Unity Input defined for. However they do not fall back properly, or the Unknown Controller Map is not mapped to the "standard" gamepad controls, since Axis 0 and 1 are definitely the "main" D-pad axes on these controllers, and the 4 buttons are mapped to the typical 0,1,2,3, yet they do not control the main menu or any other screen of my game in builds using Rewired. Via your documentation here ( ) I would think these would fall back to the "Unknown Controller Map" as mentioned on that page. I have one problem right now: I just bought some cheap SNES style controllers off of Amazon that are definitely unrecognized (they say unrecognized and have 32 axes in Rewired debug). Hi Guavaman! I imported your asset into my 8-player game after I initially failed the Steam "full controller support" test and needed to do more things with controllers. Unload the existing maps from the 2nd and load the maps you made for the 2nd controller.Īnother way to handle it without managing maps using scripts is to use 2 separate Players as a single Player.Write a script to detect when 2 of the joystick you're looking for are assigned to the same Player.Create multiple Controller Maps, either in different Categories or Layouts.This advanced use case can only be handled by manually managing all Controller Maps yourself: This is beyond the capabilities of the system. Click to expand.You cannot configure separate default Controller Maps for two identical joysticks to be assigned to the same Player in the Rewired Editor.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |