Joystick can't get detected if plugged in after game has started - unreal-engine4

A weird issue related to joystick -- I'm using the RawInput plugin to handle joystick inputs. It works in editor, i.e. I can plug in the joystick anytime and it would get recognized automatically even after the simulation has started. But if I package the game into an exe, I have to plug in the joystick before launching the exe, otherwise the joystick can't be detected. I have tried using DebugGame mode in VisualStudio, it also works. Any joystick/unreal experts know how to fix this?
Looks like this is only related to Shipping mode, for a debug build, joystick can be detected after game has started.

Related

no hand joints over holographic remoting

I use Holographic Remoting Player to project the unity uwp program to HoloLens. I can get the unity picture on HoloLens, move around to move the field of view, have the hand laser and air tap working well, but the hand joint visualization doesn't show up.
The player setting is ok. And I have followed the troubleshooting steps in this link, everything is ok, but the hand joint still doesn't work.
https://microsoft.github.io/MixedRealityToolkit-Unity/Documentation/Tools/HolographicRemoting.html#msbuildforunity-package-import-via-writing-into-the-packagemanifest
I have tried in Unity 2019.2.4 and 2019.4.1, both the same result. Is there anything misconfigured I need to check?
According to this document, the hand tracking profile has been updated to allow for setting the hand joint visualization to: Nothing, Everything, Editor or Player. It meaning it is possible to turn on/off hand joint visualizations while in the editor or in the device or both. So it might be a good idea to double check this field in your MRTK profile and the following way is worth trying:
Click the MixedRealityToolkit object in the Hierarchy window, and then navigate to Input->Hand Tracking in Inspector window, find HandJointVisualizationModes field and set to Everything.

Steam VR Input Settings resets after hit the play Button

I try to add Joystick Movement but every Time i delete the old Joystick Input Settings and add the new one it resets after i hit play
It feels like a bug, beacuse it works days before with other Input's (OpenInv and OpenHelp)
There are no Errors in Console
SteamVR Input Window
This is what i want but after i hit play it resets to both side "SnapTurn"
SteamVR Input Settings
My Unity Version is 2019.2.17f1
Hope anybody can help me and Thank you

Cursor not showing

As we develop a little game with defold (defold 1.2.102 | defold editor 2) we encountered the following problem:
When we start our game the window shows everything we built properly and there are no build errors or error console logs. However there is no cursor. Neither on the levelscreen of the game nor on one of the other monitors. We added a keypress input for testing the buttons and it worked properly, but the problem remains: Where is our mouse pointer? Do we have to add or adjust it somehow?
Thank you for your help!
Are you running your game in fullscreen mode? Defold always hides the mouse pointer while running in fullscreen mode. You can add a game object with a sprite (or even better a gui box node) and let that follow the mouse coordinates and use it as a custom pointer for your game.

Unity USB Thrustmaster Joystick

I am trying to use a USB Joystick in Unity.
I am working with Unity 5.5.1 on a Windows 10 PC. The Joystick works perfectly on my machine.
But in Unity, the joystick gives me some weird axis outputs.
I tried to map my joystick input with the Unity Input Manager. But it doesn't work at all.
On the horizontal axis I get values from -1 to -0.6(center) to 0 to +0.6 instead of just -1 to 0(center) to 1.
Another weird thing is, that everything works just fine on my macbook. Is this a windows issue?
Did somebody else had this problem before?
I have a torrid joystick that works perfectly everywhere except unity. I've solved my issue with input.getaxis().. not being 0 by watching what was the value when the controller was set in neutral position(0.14f) and when it was set on maximum position(1.14f), and with a simple modification to the script that said something like this input.getaxis()-0.14f I've solved my problem. however, I would not recommend doing that if you are going to publish your project because that offset will be different for every user, so I would suggest writing a calibration tool that would take the offset and implement in everywhere in the game for that specific user

Unity3D build freezes unless mouse is moved

I have a simple Surface 2.0 (PixelSense) application that sends UDP messages to my Unity3D game when there are touch events since Unity doesn't support .NET 4. When I run the game in the Unity editor everything works fine, but when I run the actual Unity build the game freezes unless I move the mouse (keyboard input doesn't unfreeze it). Once it unfreezes, all the updates happen at once.
I also tried running a simple unity build with a sprite that translates in the X axis and starts over once it's not being rendered (does not receive UDP messages). This build runs at the same time as the surface app so it's also running in the background and it also freezes unless I move my mouse so I don't think it's a networking issue.
Run In Background is checked and I also have it in the script.
private void Awake()
{
Application.runInBackground = true;
}
Visible in background is also checked in the Player Settings.
I run the game windowed at full resolution.
Any ideas about this problem?