Remember, you are talking to another human, be kind. Acting in an abusive way may result in an immediate ban without warning. Where possible, please censor names and/or identifiable information such as Twitter handles, etc., in order to protect privacy of non-consenting individuals. Keep in mind that online harassment is also illegal in many places and can have serious offline consequences for both the harasser and the victim. Do not engage in harassing, bullying, or threatening behavior, and do not incite others to engage in these activities.Subscribe for official updates from Stadia employees, and join in on the conversation with your fellow community members. Follow Socials! Twitter Discord YouTube Facebook Instagram About.I recently read that Steam/SDL2 are looking into combining HID and XInput devices to try to get past the 4-controller XInput limit because players are always asking for it. This would explain why things get mixed up and you can be controlling multiple devices with one controller while another controller is just dead and contributes no input. It's still fusing the HID device to the XInput device for the purposes of displaying the HID name and for determining whether to use XInput or HID for the element values. So it appears to me the Unity legacy code was changed at some point in the past to not read joystick values from HID combined with triggers from XInput like they used to, but it is switching between using the XInput or the HID device entirely for element values. Doing some controller unplugging and replugging easily confuses the XInput-HID fusion and you're left with physical controllers that control multiple Unity joysticks simultaneously - one being a HID device (no Axis 8, 9) and one being an XInput device (Axis 8, 9 work). Unity is combining XInput devices and HID XInput devices into a single list, and is still attempting to make an association between HID devices and their XInput id's. I see that Unity will support > 4 XInput controllers (not possible using XInput), and ones that are not associated with an XInput device will still function, except Axes 8 and 9 do not function, as expected because they're HID devices. The symptoms have changed, but the underlying cause is still the same from what I can tell. I can still reproduce issues related to the HID->XInput association which Unity is still doing, though not the exact same issues as before. Only 4 XInput controllers can be used at once.Ĭlick to expand.Actually, I just did testing on 2019.3.0b2 on the legacy input system. In this case, XInput tells you one thing - this is a gamepad. You must work within the limitations of the underlying input APIs. Rewired will never attempt this kind of "fusion" to work around Microsoft's built-in limitation, and I certainly hope Unity doesn't try to do this in their new input system. That's why you will see many complaints on the forum about XInput gamepads triggers responding on the wrong device when multiple devices are attached in some scenarios. All attempts to do this fail at some point or another with multiple controllers attached. However, read the forums and you will see many, many problems that come from this "fusion" because there simply is no reliable way to fuse these devices because Microsoft gives you no way to associate an XInput device id to a HID device. Unity has been combining XInput and HID for XInput controllers for years on Windows using the L/R trigger values from XInput and the name and other elements from the HID device. This is an XInput limitation and cannot be worked around reliably. This is one of the most common questions I get from Rewired users. Click to expand.The console is not using XInput to display that information, it's using information from the HID device.
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