Unity 3D - Problems with Mad Catz R.A.T. Pro X extra buttons - unity3d

A few Days ago my loved PC Mouse, a Razer Death Adder, died because of a rage attack of my boyfriend. So I decided to get a new one from Mad Catz, because why not trying ... A few days later I got her, a very nice Mad Catz R.A.T. PRO X.
I'm working with Unity 3D in the Version 4.0.0.0f. You may ask yourself why I'm not using the newest version? Answer is simple, I'm not allowed to, my University says all projects have to be done in the Version 4.0.0.0f.
Enough from the introduction... While testing a game I made, I pressed the DPI-Button on the R.A.T. and my character starts to constantly moving forward. It only stops if I leave the Screen and use for example my browser or another program or I restart unity completely.
I wrote a small script to show me what Buttons are pressed while I pressed the DPI-Button. It turns out that the following BUttons are Pressed if I press the DPI-Button:
JoystickButton6
Joystick1Button6
So I had a look in the Mad Catz Software and tried do define a custom Profile where the DPI-Button is simply a Shiftkey, the Software looks good but it had the same result in the game.
Is there any Unity 3D Developer with a Mad Catz R.A.T. PRO X with the same problem?

A simple Solution is to disable the Controller Driver of the Mouse.
It can be achieved by disabeling the driver in the computer management!

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I am working in unity on creating a application for the the Quest VR system. (Quest2) and added the Oculus Integration Package to my project. (While following an online course)
When I try and use any of the custom hands provided in the package, or run any of the example scenes that use them, the finger movements follow my controller grip presses (hand trigger) perfectly making a semi fist with the bottom 3 fingers, but the index trigger presses do not seem to cause any animation. Neither does a thumb press.
I have added a crude Log to show the triggers are being picked up by the system, but the animation is not showing.
What makes this very vexing as I shared my project with the course provider I was following and it worked perfectly for him.
So the problem is on my system somewhere..
Implementing the same from scratch using the XRInteraction toolkit system works perfectly btw. But the Oculus provided system does not.
If anyone has any ideas on where to even begin looking for the problem I would appreciate it greatly.
Happy to share system details but not even sure which details would be relevant :)

BBC micro:bit extension adding failed for Scratch

I bought a new micro:bit v2 board, and want to add it to Scratch as an extension. I followed the 2 steps from https://scratch.mit.edu/microbit. The step 1 is ok, the led lights of my micro:bit board is flashing 5 characters "zepiv", but the step 2 failed.
The scratch link is running, and the bluetooth is enabled.
The os version is macOS Big sur 11.4(Mac mini late 2014), the bluetooth LMP version is 4.0(0x6).
The weird thing is that the board isn't visible to my Mac, but it is to my Android cell phone.
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Good question, I had a lot of trouble with the same issue when connecting my LEGO MINDSTORMS EV3© to scratch. If you want to connect a device easily a good idea is to have it paired via Bluetooth already. To pair it with a mac:
Open the settings app
Select Bluetooth
Switch your micro:bit into pairing mode:
Hold down buttons A and B on the front of your micro:bit together. The front is the side with two buttons and the LED display. Keep the two buttons held down. Don’t let go of them yet!
While still holding down buttons A and B, press and then release the reset button on the back of the micro:bit. Keep holding down buttons A and B.
You should see “PAIRING MODE!” start to scroll across the micro:bit display. When you see this message start to appear you can release buttons A and B.
Eventually you’ll see a strange pattern on your micro:bit display. This is like your micro:bit’s signature. Other people’s micro:bits will probably display a different pattern.
(I found these instructions at this website)
In the Bluetooth menu, look for your micro:bit device and select Pair
After the device has paired, go back to scratch with scratch link activated, and attempt to connect to the device again.
This worked for me when I connected my EV3 device and I hope it helps you.

Intercept Vive controller input?

I'm building an openvr app for steamvr to assist with seated play (my room is small so my tracking area isn't ideal). My app pretty much just adjusts the play-area height when I hold the grip button and "scroll" on the touchpad so that I can reach objects that are too low/high at variable heights. (I tried "OpenVR Advanced Settings" but the options for keybinding with it is limited to simple button presses so I decided to make my own version).
I'd like to prevent touchpad input from being sent to the game while the grip button is being held, so that the moving on the touchpad doesn't cause movement in game, is this possible at all?
I'm assuming it's not possible, but wondering whether anyone has had any experience with this.
After your clarification in the comments the answer is no, you can not "eat up" device inputs in an application, I usually work on OpenVR drivers and there after you submit a device input and/or any other event its available to anything that expects pose update events, and event subscribers can not stop others from receiving the said events
However there might be a work around (if its still an issue) I know of at least 1 application that can do what you want and that application is OVR Toolkit (when the overlay is active and you try to click something in the overlay, the game running in parallel will not receive the input, however that will only happen if OVR Toolkit overlay surface receives input, it may be a built in OpenVR overlay feature and you don't have to do anything or it can be defined by the developer, I don't really have a want to test this right now)
Sadly though OVR Toolkit is not open source, but there is an open source toolkit for unity for making overlays, which is open source and might be the solution you're looking for, it can be found here

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How do I stop an EV3 program that is in an infinite loop? (I didn't remove the batteries because it might damage it). I have the stock lego firmware installed.
just press the button on the top left simple.
I found out: Hold the back button, left button, and center button. When the screen goes blank release the back button.
If you're using the official LabView, you can just press the back button. This doesn't work when you use c4ev3.
Your problem is that you need to use LabView which should come for free with the kit. if you are using C then you need to program in a parallel wait block as an exit contingency which will keep looking for an input by the user or its sensors, say from brick buttons or a touch sensor. then make it terminate the other code in the program and then itself.
p.s. you can also download the software-firmware package (including LabView) for free on the lego website under 'Downloads' in the mindstorms section

Unity3D - Button Only Works Once?

This is super strange. This simple button is not clickable at all. But when I close the Unity and Mono editors and fire it up again, it will work - only once. I mean, the second time you hit the play button, the button will not work anymore. I didn't change settings of the button or the canvas. I just put them in the scene and click play button. I think this is a bug? But there's no log i can see. This is bugging me for good 30 mins. I even restarted my PC and still working only on the first hit of play button. Thanks
EDIT: just found the problem. This problem occurs when you use the Unity Remote app on Android. It will work first. But when you try it the second time, buttons are not responding anymore. The only solution I found for this is to reinstall the Unity. Tried restarting PC but didn't work. Soo, peace out. Thanks
Try to turn on the Force Module Active property on inspector in EventSystem. I had the same problem on Version 5.3.1 on my machine (macbook pro mid 2010 on OSX El Capitan). Deleted the Unity, rolled back to 5.2.2, upgrade to 5.3.3, the problem is still there. Did that and somehow it works, but I don't know the reason why