Bad inputs in Unity input debugger

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fallout9
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Re: Bad inputs in Unity input debugger

Postby fallout9 » Sat Jul 02, 2022 20:06

There are actually 3 steps: Default button, then Find&AutoConfig button (under Global/External panel), then calibration. Whole process here (it's for the EVO, but applies to original NXT too).

radranic
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Re: Bad inputs in Unity input debugger

Postby radranic » Sat Jul 02, 2022 20:29

Sorry yes i did do that, i just forgot. Answering from my phone.

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Re: Bad inputs in Unity input debugger

Postby fallout9 » Sat Jul 02, 2022 20:33

No idea why Unity would read those inputs which usually won't show up in a regular tester. I'll forward this to the developer though.

radranic
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Re: Bad inputs in Unity input debugger

Postby radranic » Sat Jul 02, 2022 20:40

Not sure either. If I'm remembering correctly...

When the stick isn't being touched the events come in slowly. After touching it the events come in faster. I believe the event that is off is the first 'fast' event in the log so it may have to do with whatever that switch is. I don't know if that's a unity thing or a joystick thing.

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Re: Bad inputs in Unity input debugger

Postby Tuesday John » Mon Jul 04, 2022 6:25

This is a Unity thing, and it happens with Unreal engine games too, IIRC. I've had joystick, throttle, etc. from VKB, TM, and CH causing issues in some games with having them just plugged in. My solution for this was to get a USB hub with individually switched ports so I can "unplug" joysticks, throttle, etc. (i.e., non-controller pad gaming input devices) without actually unplugging them.

radranic
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Re: Bad inputs in Unity input debugger

Postby radranic » Mon Jul 04, 2022 13:43

Thanks for the info. Doesn't count as a solution for what i need as i actually want to use the stick. Is there a way to record what the joystick sends from it's point of view?

If it's a unity thing i need enough information to go to their support with.

Thanks

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Re: Bad inputs in Unity input debugger

Postby Alex Oz » Tue Jul 05, 2022 1:27

The essence of the problem is not entirely clear, the exchange shows inactive POV values ​​from the moment the controller was turned on

pov.png


I don't see any problems
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radranic
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Re: Bad inputs in Unity input debugger

Postby radranic » Fri Jul 08, 2022 17:09

Is that view something I can run locally while debugging?

And should the contents of that match what the HID descriptor for the stick that unity is using parses it as?

Does the HID definition read those as not pressed? Should i be looking for something that is accidentally reading things as pressed or something that doesn't know to ignore a special inactive state?


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