![]() ![]() This is just coincidence it started working and probably because of what I explain below. Rewired's code is entirely independent of the scene and never references anything in the scene. Rewired has nothing to do with GameObjects or anything in your scene hierarchy except for the GameObject that contains the Rewired Input Manager component that just executes Awake, Update, etc. There will be no more possibility of accidentally editing a Rewired Input Manager instance instead of the prefab and have settings to be out of sync between different scenes.Ĭlick to expand.What you're telling me is happening just should not be happening - there is absolutely no way adding a GameObject anywhere would do anything at all to Rewired. See the section "Using the Rewired Input Manager in your game":ĭelete all Rewired Input Manager prefab instances in your scenes, create a Rewired Initializer prefab and link the Rewired Input Manager prefab to it, then drop an instance of the Rewired Initializer in every scene. Because this kept coming up over and over as the cause of problems, I created the Rewired Initializer so this could be avoided entirely. This is a very, very common source of inexplicable problems because you see one result when you run your game starting from the title screen (assuming that's where the first Rewired Input Manager lives) and another result when you start your game from within a level because one or the other prefab instance was edited and now has unintentional prefab overrides. You've already said above that you use the method of putting Rewired Input Managers in every scene and letting Rewired delete the one in the scene when it loads. (Unless you've integrated Control Mapper or something, but that's not part of the integration.) What you're describing is perfectly consistent with having two Rewired Input Manager instances in two scenes that are out of sync with each other, one with some kind of different setting that affects controller assignment. The Rewired Corgi Engine integration contains no code that would re-assign Joysticks. All supported platforms are listed here:Ĭlick to expand.What you're describing re-enforces my suspicions above that you have two different Rewired Input Managers being used. The release of Unity 2022 is causing me even more of a backlog of work because of the big changes they made now requiring all Net Standard 2.1 libraries. There is currently no ETA for official PS5 support. I have been approved and have only very recently received development tools. You can also use the Custom Controller system to implement input on the PS5: Not an official patch, but apparently it works for most use cases. Work for gamepad input (sans new features like trigger vibration.) This is That will make Rewired think it's running on the PS4 platform and therefore I have been told someone made a C# patch and posted it on the PS5 dev forums All supported platforms are listed here:Īnd all platforms that require plugins or additional libraries are listed This file has been truncated.Click to expand.There is currently no PS5 support. The file in raw/text format can also be viewed here: defold/defold/blob/dev/engine/engine/content/builtins/input/default.gamepads driver We have a fairly long list of supported gamepads that can be viewed by opening builtins/input/default.gamepads. Gamepads/controllers are supported on all platforms except iOS (we have it in our backlog with low prio). Supporting all kinds of wacky 3rd party gamepad controllers, or even just Xbox One and PS4 gamepads on PC? ![]()
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