Bad inputs in Unity input debugger
Posted: Thu Jun 30, 2022 22:20
I've been trying to figure out a bug in a game written in Unity that seemed to be tripping up the default input binding library for my Gladiator NXT L & R.
It would always report extra input from the stick, hat, and axis in the first event sent when pressing the binding button. The next event would be normal and have the correct button information in it.
It's using: HID::© Alex Oz 2012-2019 VKB-Sim Gladiator NXT L
This:
is what happens in the event before I pressed Button 11.
I've included a dump from of the log from the unity debugger.
Is this a know issue/something that can be fixed? Old HID driver or firmware?
It doesn't seem to affect gameplay if you can force the binding because of the correct event after, but it causes the Hat Up button to always be detected instead of anything else.
We've found what appears to be a work around for the binding issue, but it would be nice to figure out what's going on with the events so we can remove a bit of weird code that is there only to ignore the weird events.
It would always report extra input from the stick, hat, and axis in the first event sent when pressing the binding button. The next event would be normal and have the correct button information in it.
It's using: HID::© Alex Oz 2012-2019 VKB-Sim Gladiator NXT L
This:
is what happens in the event before I pressed Button 11.
I've included a dump from of the log from the unity debugger.
Is this a know issue/something that can be fixed? Old HID driver or firmware?
It doesn't seem to affect gameplay if you can force the binding because of the correct event after, but it causes the Hat Up button to always be detected instead of anything else.
We've found what appears to be a work around for the binding issue, but it would be nice to figure out what's going on with the events so we can remove a bit of weird code that is there only to ignore the weird events.