![]() I can take it down if we cannot come to a resolution. Download XInput Plus 4.16.1 - A tool that enables users to thoroughly configure XInput controllers to make them operate to their needs by modifying key assignments, sticks and triggers responses. If there is any problems with me putting out this program. If there is any issues don't hesitate to message me. | X Input Test is a Portable EXE which means it does not require an installation and will just be available on the user it was downloaded for. Just click "More Info" then "Run Anyway" It will not show up the next time you run X Input Test. It is not but since it is a new program Windows is sceptical of it. When opening you might be brought up with a Windows Defender Smart Screen calling it a threat. A Restart might be required but otherwise just open XInputTest.exe and it will work fine.Install the contents inside but first read the readme.txt (it will help!).If it doesn't run extract the VC Redist folder.Try running XInputTest.exe | If it runs Good Job, you don't need anything else.Alternitivly you can just you windows built in ZIP unpackager. Open the Zip or TAR with something like Winrar or 7ZIP for TAR AND ZIP.They are provided in the VC Redist Folder. Method 2: X-Arcade Xinput (Recommended Software Emulation Solution, huge thanks to Mike Wyatt) Some games now require an Xinput controller (such as Xbox 360 or Xbox One) to work, and Xinput will work with most DirectInput games as well. It is pretty simple, you might need Microsoft Visual C++ Redistributable for Visual Studio 2015, 20. To test it on PC see Windows Gamepad testing. It supports up to 4 controllers to check. ![]() Then I just set the floats when I want vibration (again, doesn’t seem to matter much WHAT I set them to, that’s the issue now… I think it goes 0 to 1, but I can’t get the full vibration as in the demo project no matter what I try.X Input Tester is a free way to check if your X Input Device is working properly. GamePad.SetVibration(PlayerIndex.One,testC, testD) This fantastic test has made testing buttons on the gamepad super easy. GamePad.SetVibration(PlayerIndex.Two,testA,testB) Public class XInputVibrateTest : MonoBehaviour Here’s the script I’m using, in case anyone’s interested: using UnityEngine So now I’ve got the vibrate basically working, just not as strong as I’d like it to be. Update:figured out the PlayerIndex, it’s PlayerIndex.One, PlayerIndex.Two, etc. If there’s anyone out there who knows how to do this, an example would be extremely helpful… But if I replace with my own floats, just a faint murmur. In the test scene, (using the etc.) the vibrate fully works, at least on the one controller. Only seems to take input from one though.Īll I need is to be able to refer to each controller as a PlayerIndex.ī: since the two latter arguments are floats, can’t I just set them manually? Why doesn’t this work? Note: the test detects both controllers, as evidenced in the debug log. test the program : Let us consider the data of example 7.2.2 to test this. The xinput test only seems to take input from one controller (controller 2), so what I want to figure out is:Ī: how can I set up the xinputdotnetpure.PlayerIndex for each controller, since the example only seems to work for one? Download this program from file name : integration.m. (the format is SetVibration(XInputDotNetPure.PlayerIndex,float,float))ĭoesn’t seem to matter what number I use, all I get is a faint murmur on one controller. Gamepad.SetVibration(playerIndex, vib1,vib2) The layout and vibration functions of the buttons and sticks are all unified in the form of the XBOX 360 controller. The format is based on the Xbox 360 controller. However, if I plug in a 1 through code, such as : XInput A format newly created and recommended by Microsoft as an alternative to DirectInput. The line for vibration is : Gamepad.SetVibration(playerIndex, ,) īy exposing the, in the inspector, they appear as normal axis input, maxing out at 1. Since I don’t really fully understand how xinput works, I’ve been trying to use that example to add force feedback to my own project. So, In the sample unity project xInputTest which is included, there is a line accessing vibrate for each motor based on trigger input. Works perfectly, only minor bug seems to be it detects controller 1 as 2 and vice versa, not a big problem to work around. To get this to work, I’ve added xInputPureDotNet to my project. No interaction or delays, vital for multi-button games such as fighting games. ![]() I’m working on a fighting game, using two 360 controllers for 2 players. I-PAC 2 (32 Inputs plus trackball and spinner connector/PAC-Link expansion) I-PAC has 32 inputs each with its own dedicated microprocessor pin.
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