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Input mapper xinput test not working bluetooth
Input mapper xinput test not working bluetooth









input mapper xinput test not working bluetooth
  1. Input mapper xinput test not working bluetooth install#
  2. Input mapper xinput test not working bluetooth update#
  3. Input mapper xinput test not working bluetooth code#

However, I still have a problem that, when XInput support is enabled (with Raw Input), if I open more than 1 instance of the game at the same time, as long as there is a controller already connected the additional instances (after the firstg one) just hard crash throwing AccessViolationException referring to Xinput_1.dll, Xinput_2.dll and Xinput_3.dll. If everything looks good in Debug Information, then you can be sure your problem is in your code.Ĭlick to expand.Hey kinda resolved the issue by doing what a users suggested here (I guess this is the issue you were referring to on the tracker?): Using these tools, you will probably find where the error lies. You can see the live value of Actions in a Player as you press buttons and move joysticks. The Player must have a Controller Map that maps an Action or the Action will never have a non-zero value.Ĥ) Check live Action values: Debug Information -> Players -> PLAYER -> Actions.

input mapper xinput test not working bluetooth

Any Controller used by your Player must be assigned to it or it will not have any effect on Player Action values.ģ) Check Controller Maps: Debug Information -> Players -> PLAYER -> Controller Maps -> CONTROLLER TYPE. Debug Information -> Players -> PLAYER -> Controllers. It will show you live information and you will be able to see if the button values are being retrieved.Ģ) Check controller assignments. Click back into the game window and press buttons and watch the values in the inspector. Check if values at the Controller level are being generated by looking at the Keyboard, Mouse, and individual joysticks in Debug Information -> Controllers -> CONTROLLER -> Buttons. When using Debug Information, click back into the game window after interacting with the inspector before doing live control testing or you will always get 0 values due to the game window not being in focus.ġ) I don't know whether you are referring to keyboard, joystick, or mouse input. Regardless, a missing "Submit" entry in the Unity Input Manager would not cause input to stop working in Rewired.īecause your symptoms are so confusing, the only way you will be able to determine why input is not working is to debug it using Debug Information: The only way "Submit" could be missing is if you or some other plugin you installed deleted that input manager entry. "Submit" is used by their UI system's StandaloneInputModule to allow you to press a button in the UI. "Submit" is one of the default Unity Input Manager entries created by Unity when you initially create your project. Changing from Native input to Unity fallback input wouldn't change anything in this regard. This error you are seeing is generated by Unity's input system, not Rewired.

Input mapper xinput test not working bluetooth install#

Even so, when using Unity fallback, it only calls GetAxis on the various joystick axes and mouse buttons and axes generate by Rewired on install ("Joy1Axis1, MouseAxis1, MouseButton0), never on "Submit". Rewired only ever calls UnityEngine.Getxxx when not using native input or on platforms that always use Unity input such as Android, iOS, etc.

Input mapper xinput test not working bluetooth code#

Some code in your project is calling UnityEngine.GetButton("Submit"), but it's not Rewired.

Input mapper xinput test not working bluetooth update#

Comment out the code in the callback for moving the player and see what happens.ħ) How are you "moving the player?" Are you using the keyboard, a joystick, the mouse, a touch controller? If a joystick, which one and is it USB or Bluetooth?Ĩ) Is "Fixed Update" enabled in the Rewired Input Manager -> Settings -> Update Loops?ĩ) Test using the example in Rewired/Examples/EightPlayers and see if you get the same result.Ĭlick to expand.Rewired never calls UnityEngine.GetButton("Submit") which is exactly what the error you are reporting means. If you have a profiler image showing the slow-down during a frame that is not related to level loading, please post it.ĥ) There is nothing in Rewired's code that could cause the framerate to drop when input is occurring.Ħ) Are you using input events instead of polling? When an input event fires it will show up in the profiler as part of Rewired but in actuality it isn't because your callback code is being executed by Rewired and therefore is attributed to it. Initialization is a 1-frame process and is required. If Rewired is doing anything during LoadLevelAsync, it is initializing itself if a Rewired Input Manager was present in the loaded scene and one didn't already exist in the current scene prior to loading.

input mapper xinput test not working bluetooth

LoadLevelAsync is only called when you are loading a level. I don't see how this is relevant to your problem. Click to expand.1) What platform is this?Ĥ) The link you have posted shows an image profiling the Application.LoadLevelAsync process.











Input mapper xinput test not working bluetooth