

- #INCONTROL UNITY TOUCHPAD TAP UPDATE#
- #INCONTROL UNITY TOUCHPAD TAP WINDOWS 10#
- #INCONTROL UNITY TOUCHPAD TAP PS4#
I'm going to go update it right now actually.Įxception: InputManager is not initialized.
#INCONTROL UNITY TOUCHPAD TAP PS4#
The Xbox One wireless adapter and the PS4 wireless adapter were released some time after I wrote that. The known issues page is out of date on these issues. I think the new color ones coming are probably also this newer model. The newer white Xbox One S controller has bluetooth capability and thus is able to work wirelessly.
#INCONTROL UNITY TOUCHPAD TAP WINDOWS 10#
The regular Xbox One controller and Elite controller do not work wirelessly unless you're using the Xbox One wireless adapter ( ) which is only Windows 10 compatible. The other thing to know is that with the native module enabled, the PS4 controller works in all configurations as InControl can tell whether it's connected over USB or bluetooth. The only limitation is only one controller can be connected at a time with it. In fact, it's much more reliable than regular bluetooth. It does, however, work just fine with the DualShock 4 wireless adapter ( ). Bluetooth tends to have some latency and skipping in it and occasionally disconnects. When connected over USB and Bluetooth, Unity can't tell them apart and the mappings differ, so I had to pick one to go with. so I had to order a USB dongle to test everything with.Īnyway, here's the skinny on PS4 controllers: By the time I got round to testing I found my PCs onboard bluetooth stack had somehow imploded and I couldn't get it to work again for the life of me. There's a utility function in InControl you can use if you like:ĭownValue = Utility.ApplyDeadZone( downValue, 0.3f, 1.0f ) Ĭlick to expand.Sorry for the slow reply on this. IsPressed would be false until it crosses 0.3f.įailing all of this, if you don't want a deadzone to affect left and right but you also care about the float value of down (not just that it is pressed) then you need to apply your own deadzone to the value separately. In this case, might have a value of 0.2f but.

Then, depending on which you set, you can check:

you need to set it on the one you intend on checking) Or, if you're using a PlayerTwoAxisAction: This is the minimum value required for the control to be considered "pressed". What may be more applicable, however, is on the player action you can set something called a state threshold. You need to set it on the entire control: Click to expand.Unfortunately, you can't set a deadzone on a single direction on an analog stick because it uses a circular deadzone that affects all directions equally.
