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I've tried an XBox 360 controller and it was useless. So I tried the classic XBox S controller with XBCD thinking the extra control would save the day, it hasn't. Basically the raw data I get with Input.GetAxisRaw(asix_n) is just, well, it's wrong. Take the X axis for example on the left stick. Windows shows me the pretty graphic perfectly, no significant noise, all fun. I calibrate it for lulz, still fine. XBCD control panel graphics report it perfectly too. Then I try in Unity. Mental. The range reality reports, which in this case includes Windows, is a smooth -1 to 1 left to right, resting at 0 in the center. The range Unity reports is 1 at the left to 1 center (as in, left of center useless), then -1 to 1 from the center to the right. Is there a way to get closer than Input.GetAxisRaw - because obviously Unity is taking a brief detour through interdimensional spacetime to translate what Windows input is telling it (which conveniently happens to be the truth)? Please make me happy face.
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The same happened to me with a regular MS Sidewinder joystick when switching from Unity 2.6 to 3.1.0f4. Use the registry hack provided by andeeee (http://forum.unity3d.com/threads/58016-Joystick-calibration?p=372111&viewfull=1#post372111) to force Unity to use DirectInput instead of the default RawInput.
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Hi, If andeee registry hack is not helping, have you calibrated your joystick?. I lost quit sometime on that as well... :) Bye, Jean Thank you for this. I fixed it with the registry hackery in the end, but I hadn't been back here since. I forgot about this post, I apologise. :-)
Apr 20 '11 at 04:57 PM
ourben
i have this exact issue but andeee registry hack is not working it causes GetAxis and GetAxisRaw to just return 0 in all cases. i have tried to calibrate and it looks fine in windows.
Apr 15 '12 at 04:01 PM
imapler
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is the output of
Input.GetAxis()usable?