Bad inputs in Unity input debugger
Moderator: AdminGroup
- fallout9
- Posts: 5182
- Joined: Wed Oct 03, 2018 20:37
- Has thanked: 208 times
- Been thanked: 1218 times
Re: Bad inputs in Unity input debugger
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).
Re: Bad inputs in Unity input debugger
Sorry yes i did do that, i just forgot. Answering from my phone.
- fallout9
- Posts: 5182
- Joined: Wed Oct 03, 2018 20:37
- Has thanked: 208 times
- Been thanked: 1218 times
Re: Bad inputs in Unity input debugger
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.
Re: Bad inputs in Unity input debugger
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.
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.
-
- Posts: 40
- Joined: Wed Aug 12, 2020 16:14
- Has thanked: 4 times
- Been thanked: 12 times
Re: Bad inputs in Unity input debugger
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.
Re: Bad inputs in Unity input debugger
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
If it's a unity thing i need enough information to go to their support with.
Thanks
-
- Posts: 1163
- Joined: Mon May 12, 2008 9:10
- Location: Минск
- Has thanked: 12 times
- Been thanked: 125 times
Re: Bad inputs in Unity input debugger
The essence of the problem is not entirely clear, the exchange shows inactive POV values from the moment the controller was turned on
I don't see any problems
I don't see any problems
Крайние прошивки и софт / Latest firmware & software
viewtopic.php?f=15&t=908
http://alex-oz.strana.de
viewtopic.php?f=15&t=908
http://alex-oz.strana.de
Re: Bad inputs in Unity input debugger
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?
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?
Who is online
Users browsing this forum: No registered users and 39 guests