![]() ![]() Linux Native: Added variant for changes made in the Ubuntu 17.04 driver. TigerGame PS/PS2 Game Controller Adapter iOS/tvOS: Joystick.name now reports the joystick name as reported by the device instead of "Controller" for MFi controllers. ![]() 8-way hats on unrecognized controllers now respect the "Force 4-way Hats" option at the Joystick level. Input Behavior Button Short Press Time and Button Long Press Time can now be set to a value of 0. Player.GetTimedButtonPress, Player.GetTimedButtonPressUp, and negative button variants now accept a time value of 0. UserDataStore_PlayerPrefs: Added options to save and load controller assignments. Rewired Standalone Input Module: Changed to disable all mouse input if no physical mouse is present to match Unity's changes to the Standalone Input Module. Added Use XInput and Support HID Devices options to Windows UWP platform settings in Rewired Input Manager. Windows Standalone with Native Keyboard Handling and Native Mouse Handling enabled: Disabling "Ignore Input When App Not In Focus" now allows mouse and keyboard input as well as joystick input when the application is not in focus in a build. Windows Standalone, Raw Input, Direct Input: Added Native Keyboard Handling option. Added native support for WebGL platform. Rewired 1.1.4.0 is available on the Unity Asset Store!īe sure to read Updating Rewired before updating. This an issue that the native input library cannot fix because the bad information is being reported directly from the browser which is as low a level as you can go. Only through Chrome's implementation of "Standard Gamepad" (Firefox doesn't seem to have one) can these hats actually work, but this requires Google to map the device internally. This breaks most D-Pads on non-XInput devices. Some browsers simply cannot detect them while others detect them and report them as a single axis with invalid values. However, there seems to be a rather serious error in hat handling in all browsers. I haven't tested any HOTAS devices on WebGL. There isn't any coded limit to the number of buttons in Rewired, so as long as the browser isn't written with an arbitrary limit, all the buttons should work. This addition of native input only makes things better because it can get more information about the devices and isn't subject to the limitations of UnityEngine.Input such as the 20 button limit. It is not limited to "standard gamepads." Rewired has always supported anything on WebGL through user mapping. ![]() Click to expand.It is not limited to "standard gamepads." Rewired has always supported anything on WebGL through user mapping. ![]()
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