Gladiator EVO R multiple buttons triggered in Unity3D

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Krümelmonster
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Gladiator EVO R multiple buttons triggered in Unity3D

Postby Krümelmonster » Sun Mar 22, 2026 16:07

I am working on a helicopter Simulator with the Unity game engine.

I have bought this:
HID-konformer Gamecontroller
Product Name: VKBsim Gladiator EVO R
PRO version
T-Link supported
Firmware version: v2.20C

I have updated the firm ware and used VKB Device Config v0.93.89 for calibration.

When I tried to setup the buttons I recognized that the Buttons/POVs each trigger 2 buttons at once.
Examples:
A4 Up triggers "Button 11" and "Button 26"
A4 Right triggers "Button 12" and "Button 28"
F2 triggers "Button 28" and "Button 7"
En1 Up triggers "Button 23" and "Trigger"
A2 triggers "Button 12" and "Button 3"

And sometimes "Button 9" fires all the time. I don't know what triggers this, but I need to restart the device to stop this.

Does anyone know what happens here and how to change that?
I mean this way it I cannot setup anything, since for example I set "Engine Start" to "F2" and "Next Target" to "A4 right". So everytime I change the target, the engine also switches off!

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Re: Gladiator EVO R multiple buttons triggered in Unity3D

Postby Ron61 » Mon Mar 23, 2026 17:32

Please read these rules.

Krümelmonster
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Re: Gladiator EVO R multiple buttons triggered in Unity3D

Postby Krümelmonster » Mon Mar 23, 2026 19:51

What other information do you need?
I gave you firmewaare and config software version.
Operating System is Windows 11

I don't know what "configuraton file" means.
I can give you the report from the configurator software. (attached to this post)

I did not change anything, I just did the default calibration, like it is described in the youtube video.


My gues is, that it has something to do with the "Virtual Buttons"
In the layout I can see the 2 numbers for each button.

But how can I turn that off?
And why is "button 9" constantly fireing?
I made a screenshot from the input logger of unity, where you can see that button 9 is active, although I don' press anything. If It would be a video you could see that the 1 at button 9 would flicker all the time between 0 and 1.
Attachments
Screenshot 2026-03-23 174832.png
Button 9 on
gladiator.png
logical layout
gladiator.zip
Device Report
(116.61 KiB) Downloaded 28 times

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Alex Oz
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Re: Gladiator EVO R multiple buttons triggered in Unity3D

Postby Alex Oz » Tue Mar 24, 2026 21:12

Have you checked the buttons' operation in a tester with logging (VKB Button tester, VKB DevCfg?
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Re: Gladiator EVO R multiple buttons triggered in Unity3D

Postby Krümelmonster » Wed Mar 25, 2026 0:14

So far it happens only in the Unity Game Engine,
Nnot in the VKB button tester ot the VKB DefCfg.

I didn't check other games yet.

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Re: Gladiator EVO R multiple buttons triggered in Unity3D

Postby Krümelmonster » Wed Mar 25, 2026 10:41

My guess is, that Unity somehow gets the virtual button address signal and also the physical one. But should only react to the virtual.

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Re: Gladiator EVO R multiple buttons triggered in Unity3D

Postby Alex Oz » Wed Mar 25, 2026 12:24

OK.
Try this patrameters
Clipboard Image (1).jpg
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Re: Gladiator EVO R multiple buttons triggered in Unity3D

Postby Krümelmonster » Wed Mar 25, 2026 20:31

This setting unfortunatelly did not change anything.

And I discovered more (see image):
This happens when i pressed the A2 button:
I get inputs values for stick, Axis and hats. This should all stay 0 when I only press a button, or not?
Attachments
input log.png
unity input log

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Re: Gladiator EVO R multiple buttons triggered in Unity3D

Postby Alex Oz » Wed Mar 25, 2026 23:07

Clipboard Image (2).jpg

Upper button in your config - 36.

Is the game capable of supporting inputs greater than 32 buttons?
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Re: Gladiator EVO R multiple buttons triggered in Unity3D

Postby Krümelmonster » Wed Mar 25, 2026 23:15

That is the information provided by the HID data, i think.
This window is not related to the game itself but to the unity input system.

In fact to test if my code could have to do something with it, it created an empty project and tested it there. Same weired input.
I didn't find a way so far to modify or configure the device in the game engine.

You just plug it in and it detects that HID data somehow.

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Re: Gladiator EVO R multiple buttons triggered in Unity3D

Postby Krümelmonster » Thu Mar 26, 2026 19:57

For better understanding:
In the engine you have actions like "release Chaff" or "engage brakes", and you can assign the device inputs to those actions, by selecting them out of a list or as you can see in the screenshot by clicking "Listen" and then press a button on the Stick.
In the image I pressed "A2" and this was the result, aka the system detected Stick left, Stick up, Button 3 and Button 12.

I cannot configure the hardware in there, it normally just works as it is.
Attachments
input actions.png

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Re: Gladiator EVO R multiple buttons triggered in Unity3D

Postby Krümelmonster » Thu Mar 26, 2026 22:19

It seems I am not the only one with this problem, since there is a bug report in Unity:

https://issuetracker.unity3d.com/issues/phantom-inputs-on-vkb-joysticks-when-unity-input-system-is-used

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Re: Gladiator EVO R multiple buttons triggered in Unity3D

Postby Krümelmonster » Mon Apr 13, 2026 21:41

Any other idea I could try?


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