![]() ![]() When I create 8 actions in total, one for each direction, then I can't configure Rewired to map joystick axis input to the correct actions or am I missing something? If I instead use only two axis for MoveHorizontal and MoveVertical and then use GetAxis2D to handle the direction myself, I don't benefit from the builtin repeatDelay. However, now I would like to implement diagonal movement (8 directions) and wonder what the best approach would be since I would like to keep using the builtin repeatDelay provided via GetButtonRepeating. There are actions for up, right, down, left movement and my gamepad's stick axis are converted nicely to these four directions and then used with GetButtonRepeating. At the moment I enjoy using Rewired's GetButtonRepeating function to move units on the grid. It's probably Unity's mouse simulation causing this. This sounds to me more like something entirely different is happening than what you think. You did not say what platform you are testing on, but all mobile platforms use UnityEngine.Input for mouse input and will be affected by Unity's mouse simulation. Rewired's TouchController has an option in the inspector that disables Rewired's mouse input when enabled fir this reason. Or watch the mouse button values using the Debug Information prefab: ![]() If you have Mouse maps mapping any of these Actions, that's another possible vector. ![]() However, these mouse clicks should be ignored by the RewiredStandaloneInputModule and not sent to the UI elements because, like the StandaloneInputModule, it prioritizes touch input over mouse input. You probably pressed on the button first moving the pointer there, then your other mutli-touches triggered both the mouse press and the touch press, causing it to send clicks to both the button and the other control. The first time you tested, it was involving the joystick. It's perfectly consistent with your description of inconsistent behavior. I don't know if multi-touches trigger the left click on the mouse (or perhaps a right-click), but it sounds like that's exactly what it's doing. Wherever the first touch was, the pointer still remains while you touch around with other fingers (I think). The first touch on the screen moves the invisible mouse pointer to a position and triggers a left click. Unity creates an invisible mouse pointer. FixedUpdate () (at Assets/Opsive/UltimateCharacterController/Scripts/Game/KinematicObjectManager.Click to expand.This sounds to me more like something entirely different is happening than what you think. (System.Single characterHorizontalMovement, System.Single characterForwardMovement, System.Single cameraHorizontalMovement, System.Single cameraVerticalMovement) (at Assets/Opsive/UltimateCharacterController/Scripts/ThirdPersonController/Character/MovementTypes/Adventure.cs:73) The second and third errors spam the console repeatedly. Update () (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotionHandler.cs:71) FixedUpdate () (at Assets/Opsive/UltimateCharacterController/Scripts/Character/CharacterFootEffects.cs:279) FixedUpdate () (at Assets/Opsive/UltimateCharacterController/Scripts/Game/KinematicObjectManager.cs:751) +KinematicCharacter.FixedMove (System.Boolean manualMove) (at Assets/Opsive/UltimateCharacterController/Scripts/Game/KinematicObjectManager.cs:200) GetDeltaYawRotation () (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotionHandler.cs:196) NullReferenceException: Object reference not set to an instance of an object ![]()
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