Good people of SO,
I'm currently working on a game in Unity3D using xbox 360 (wired or not) controllers.
I'm searching for some king of "best practice" to achieve Windows and MacOS support for the game.
STEP 1
My first approach was to create a full InputManager.asset mapped for 4 controllers based on :
http://wiki.unity3d.com/index.php/Xbox360Controller
http://wiki.etc.cmu.edu/unity3d/index.php/Joystick/Controller
(and some other ...)
and use the Input.getAxis().
ISSUE
The main issue I have is when you disconnect and reconnect a controller : the Axis ID changes ... and it's veeeeery hard to find re-assign the controller to the right player instance in the game.
The ONLY information that Unity provides me is the Input.GetJoystickNames() to know at any moment how many controllers are connected ... but it's not enought informations to know who is plugged where ...
STEP 2
Then I heard of the XInput dll :
http://forum.unity3d.com/threads/37542-XInput-NET-full-support-for-Xbox-360-Controller-(Windows)
that would have solve everything regarding using the controller...
ISSUE
... but sadly it doesn't work in macOs ...
Any solutions ?
Thanks :)
Related
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 :)
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.
Is this a problem with my computer? Could anyone help me? Thanks in advance.
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.
I have a couple questions about Unity3d and Game Controllers on PC.
In Unity3d is it possible to use a game pad as an input source?
If so, which game pads are supported (e.g. Xbox)? Do I need a plugin or someone else's code? Can I use the vibration?
Can I recieve input from multiple game pads at the same time (co-op for up to 4 players on same machine)?
I have looked several places, and it seems that using XInput will allow for Xbox controller support in Unity on Windows. I have seen nothing on multiple controller support (e.g. 2-4 controllers on the same PC). Thank you so much for your time!
You can get input of a specific joystick using this
Joystick Buttons (from a specific joystick): “joystick 1 button 0”, “joystick 1 button 1”, “joystick 2 button 0”, …
http://docs.unity3d.com/Manual/ConventionalGameInput.html
Near the end of the page
i need to merge 5 monitors in XNA (something like Eyefinity).
I have two graphics cards (HD 5450), which have DP connector, of course,
5x flat monitors with resolution 1024*768.
I need to merge/group this monitors in XNA, because i want fullscreen this over 5 monitors.
(fullscreen over multiple monitors)
I just need the visual studio to detect one graphics device with resolution 5120x768.
How i should modify GraphicsDeviceManager / GraphicsAdapter, make it work ?
I cant use Eyefinity, because i have two graphic cards and that i'm trying do "my own eyefinity" in xna.
In my app, i have 5 models dividing to 5 viewports, which are moved every 1024px.
OR, how i should to make it looking like a fullscreen. I don't want the border being visible and i want to have in the middle of screen - how center it ?
Thanks for answers.
To be honest this is going to be difficult if not impossible to do using XNA. And you'd have to get so far outside of what the XNA framework is providing you that there would be little benefit in the end to even using XNA at that point.
Here's a great thread on the App Hub forums talking about different ways of potentially hacking around the XNA framework to achieve multiple monitor fullscreen using XNA.
http://forums.create.msdn.com/forums/p/5562/571993.aspx
As you can see, no one really had any great suggestions and by the time you were dong you were basically programming at such a low level that you might as well be doing C++ and DirectX. Which is exactly what I would recommend to you.
http://msdn.microsoft.com/en-us/library/windows/desktop/bb206364(v=vs.85).aspx
Using DirectX you can see that you're going to get a game/application running fullscreen with a multiple monitor setup much faster and without having to hack your way into it.
I was a flash developer for 3 years, and in the last 5 months, i begin the iphone development, i do 2 applications with interface builder for clients, and now i really want to do a little game, is quite simple, one match 3! I made the engine in interface builder, and seens good to me! But after i read some posts, i really want to try it in the cocos2D! So, in 2 days i rewrite all my first engine for cocos2D, very annoying upsidedown coordinates but ok, i really do! But the performance side by side with interface builder version is really scare! Many Many slow downs at the cocos2d side! And the animation seens bugged to me! I really scare! I really don't know what is the best choice for a simple game.
And i want some opinions:
Using cocos2d when need some physics? When we have many objects at screen? What is the performance boost i have with cocos2D?
I have how to share this 2 applications with you guys?! Without your UID?!
cocos2d uses chipmunk, which IMHO is a great physics library if all you need is 2d! Apple doesn't support ad-hoc distribution without knowing the Device ID of the test device!
I think baDa is asking when to use cocos2D and Interface Builder. Since you can develop games using Interface Builder, is it advisable to do so? What are the performance differences between this two approach (cocos2d vs Interface Builder)?
I also had a confusion and ask this to my self when i was just starting to program. After working with several games. I reallized that you can actually combine this two approaches. The big BUT is, when working with objects dynamically (specially with bunch of images) using IB, it totally removes the flexibility of the code. Adding/removing images, adjusting coordinates and replaceing scenes is just too awkward, bulky, and wastefull to implement.
My simpole rule is to use coocs2d for game developemnt and IB for other apps that is reach in interfaces.