![]() ![]() This has worked great for 95% of players/controllers and made it so nearly every controller that can be detected by the game can be used, and that's great! This custom remapping screen also has a little text box (under the controller icon in the video) that will show which button on which controller is currently being pressed. I've also made a custom remapping screen (heavily modified, but based off the included remapping example, example video here - to allow any controllers not auto-detected to be used after a bit of manual remapping. Hey been using Rewired for a while now with my game Party Panic on Steam Early Access (and it's saved me countless hours and headaches) with allowing so many different controllers work out of the box. If you need to actually calibrate a hardware axis (dead zone, min, max, etc.), you need to do it on the hardware axis calibration, but it cannot be done per-Action. The only axis modifier they contain is Sensitivity, and that only by a simple multiplier. You should not be thinking of Input Behaviors as a means of calibrating individual axes per-Action. If queried by GetButton, it's a "virtual button", if by GetAxis, it's a "virtual axis." It might help to think of an Action as a "virtual element" that can be treated as both a button and an axis. This only applies when an Action is being used as a button, but the underlying source is an axis. Button Dead Zone is a means to define how much the axes need to be pressed before the "button" value of the Action returns true. Button Dead Zone only applies to Actions bound to hardware axes when queried with GetButton. Input Behaviors, while not equivalent to hardware calibration, can be very useful for certain things like Look Sensitivity, allowing the user to tune the mouse sensitivity, joystick sensitivity, and custom controller sensitivity separately for specific Actions. There is no way to set an axis dead zone for a specific axis on a specific joystick only for a specific Action. If you need to actually calibrate a hardware axis (dead zone, min, max, apply a curve, etc.), you need to do it on the hardware axis calibration, but it cannot be done per-Action.Ī system that could apply separate hardware axis calibration values per-Action, per-controller, per-element would be extremely complicated, especially if it had a visual editor to apply these settings. Instead, you specify Sensitivity for Action: Run, Controller Type: Joystick and it will be applied to when any joystick axis contributes value to the Run Action. ![]() That is to say, you cannot specify: Sensitivity for Controller Type Joystick, Controller: Xbox 360 Controller, Element: Left Stick X, Action: Run. The Input Behavior's rules apply to the Action's value regardless of the specific device(s) and element(s) being used to determine the Action's value. ![]() Input Behaviors cannot discriminate between data coming from individual specific axes, buttons, or other elements - their settings are applied globally to the Action value per-Player, but certain settings only apply based on the incoming input source device type (joystick axis sensitivity, mouse axis sensitivity, etc.). The incoming values processed by these rules determine the final "virtual button" and "virtual axis" values of an Action. If queried by GetButton, it's a "virtual button", if by GetAxis, it's a "virtual axis."Īn Input Behavior is a set of rules that affect how the incoming input values contribute to the Action's final value.
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