rightbrains.blogg.se

Incontrol unity registry win32 issue
Incontrol unity registry win32 issue







incontrol unity registry win32 issue
  1. Incontrol unity registry win32 issue update#
  2. Incontrol unity registry win32 issue Ps4#

InControl.InControlManager:OnEnable() (at Assets/InControl/Source/Components/InControlManager.cs:30) InControl.InputManager:SetupInternal() (at Assets/InControl/Source/InputManager.cs:95) InControl.InputManager:AddDeviceManager() (at Assets/InControl/Source/InputManager.cs:239) () (at Assets/InControl/Source/Unity/UnityInputDeviceManager.cs:23) InControl.UnityInputDeviceManager:RefreshDevices() (at Assets/InControl/Source/Unity/UnityInputDeviceManager.cs:46) InControl.UnityInputDeviceManager etectAttachedJoystickDevices() (at Assets/InControl/Source/Unity/UnityInputDeviceManager.cs:94)

incontrol unity registry win32 issue

InControl.UnityInputDeviceManager etectAttachedJoystickDevice(Int32, String) (at Assets/InControl/Source/Unity/UnityInputDeviceManager.cs:173) InControl.Logger:LogWarning(String) (at Assets/InControl/Source/Debug/Logger.cs:43) InControl.InControlManager:HandleOnLogMessage(LogMessage) (at Assets/InControl/Source/Components/InControlManager.cs:122) its a logitech F310 which is listed as supported and yet it gives me this error:ĭevice 1 with name "Gamepad F310 (Controller)" does not match any known profiles. I'm running into an issue where my gamepad is coming up as unrecognized. This is hands down the most infuriating part of working with controllers, but it is, unfortunately, the reality we have to deal with.ĮDIT: Fixed! its a problem with the naming being different in the betas.įIX: go to InControl/Source/Unity/DeviceProfiles find LogitechF310ModeXWinProfile and add "Gamepad F310 (Controller)" to the JoystickNames. There are some interesting approaches out there-one that comes to mind is how Jamestown has you map your controller right before play with a few quick button presses. Often you event have to make sure all controllers are connected before you launch the game or it's tough bananas. It seems like many games these days require everything set up before the game starts and if someone disconnects during the game, they just stop working. The best way will be specific to your game, of course. This may be a player select menu where a button press on each controller add a player.

incontrol unity registry win32 issue

You will need a way for players to indicate which controller(s) they want to use, and you will need a way for them to re-select their player if controller changes are detected. Some controllers require an app restart if you do certain things (toggling between X and D mode on Logitech controllers, for example). I've even heard of a webcam that reports itself as a controller. The wireless Xbox 360 receiver often reports phantom controllers. Some controllers are attached, and show connected, but aren't OS compatible. Your users may have 3 controllers attached, or they may have 7 attached, or whatever. This presents us with a tough challenge: design for maximum flexibility. Desktops are like the wild, wild west by comparison. We are at the mercy of hardware, OS and Unity limitations here.Ĭonsoles are an exception because they implement their own proprietary hardware, OS and drivers, which is also why they can have nice features like player lights, touch pads and colored LED bars and rumble. That makes it impossible to know that the same device has been reattached, or keep the order identical. well, it's not pretty.Ĭontrollers have no virtually no standardization and HID (the protocol desktops use to talk to input devices) does not require devices to provide any kind of unique ID and thus they don't have one. Let me know if you would find this For single player, the solution is simple: use InputManager.ActiveDevice and you're done. I'm considering adding a page on the website where users can register with their Asset Store invoice number and get downloads along with early access to new versions. Most major new features will be Asset Store only Tack If you want direct access to a non-standard mapped control for a particular device you can always do inputDevice.GetControl( InputControlType.Start ) Just be aware that many controllers may not have that button, which is why I added the more generalized MenuWasPressed which just maps to any of those menu-y buttons.

Incontrol unity registry win32 issue update#

Unity tends to update controller support even in very minor point updates, which is why I keep InControl on the latest official release of New versions are typically on GitHub before I submit to Unity, although the touch features are Asset Store only.

Incontrol unity registry win32 issue Ps4#

It will run under 4.3.4, except that you'll need to comment out a few attributes that are 4.5 only, and also a few controllers may not work quite right (the PS4 controller on Mac comes to mind).









Incontrol unity registry win32 issue