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"GameObject/ECM2/"; + private const int PRIORITY = 1; + + private static void InitPhysicsBody(GameObject go) + { + Rigidbody rb = go.GetComponent(); + + rb.linearDamping = 0.0f; + rb.angularDamping = 0.0f; + rb.useGravity = false; + rb.isKinematic = true; + rb.interpolation = RigidbodyInterpolation.Interpolate; + + CapsuleCollider capsuleCollider = go.GetComponent(); + + capsuleCollider.center = new Vector3(0f, 1f, 0f); + capsuleCollider.radius = 0.5f; + capsuleCollider.height = 2.0f; + } + + [MenuItem(PATH + "Character", false, PRIORITY)] + public static void CreateCharacter() + { + // Create an initialize a new Character GameObject + + GameObject go = new GameObject("Character", typeof(Rigidbody), typeof(CapsuleCollider), + typeof(CharacterMovement), typeof(Character)); + + InitPhysicsBody(go); + + // Focus the newly created character + + Undo.RegisterCreatedObjectUndo(go, "Create " + go.name); + + Selection.activeGameObject = go; + SceneView.FrameLastActiveSceneView(); + } + } +} \ 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b/Assets/ECM2/Examples/First Person Fly/Scripts/FirstPersonFlyInput.cs new file mode 100644 index 000000000..070f5e16e --- /dev/null +++ b/Assets/ECM2/Examples/First Person Fly/Scripts/FirstPersonFlyInput.cs @@ -0,0 +1,47 @@ +using ECM2.Examples.FirstPerson; +using UnityEngine; + +namespace ECM2.Examples.FirstPersonFly +{ + /// + /// Regular First Person Character Input. Shows how to handle movement while flying. + /// In this case, we allow to fly towards our view direction, allowing to freely move through the air. + /// + + public class FirstPersonFlyInput : FirstPersonInput + { + protected override void HandleInput() + { + // Call base method implementation + + base.HandleInput(); + + if (character.IsFlying()) + { + // Movement when Flying + + Vector2 movementInput = GetMovementInput(); + Vector3 movementDirection = Vector3.zero; + + // Strafe + + movementDirection += character.GetRightVector() * movementInput.x; + + // Forward, along camera view direction (if any) or along character's forward if camera not found + + Vector3 forward = character.camera + ? character.cameraTransform.forward + : character.GetForwardVector(); + + movementDirection += forward * movementInput.y; + + // Vertical movement + + if (character.jumpInputPressed) + movementDirection += Vector3.up; + + character.SetMovementDirection(movementDirection); + } + } + } +} diff --git a/Assets/ECM2/Examples/First Person Fly/Scripts/FirstPersonFlyInput.cs.meta b/Assets/ECM2/Examples/First Person Fly/Scripts/FirstPersonFlyInput.cs.meta new file mode 100644 index 000000000..107b37fbb --- /dev/null +++ b/Assets/ECM2/Examples/First Person Fly/Scripts/FirstPersonFlyInput.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: cbbf3b9b979aa9d46901c3742b3c1230 \ No newline at end of file diff --git a/Assets/ECM2/Examples/First Person Fly/Scripts/FlyAbility.cs b/Assets/ECM2/Examples/First Person Fly/Scripts/FlyAbility.cs new file mode 100644 index 000000000..aef73a296 --- /dev/null +++ b/Assets/ECM2/Examples/First Person Fly/Scripts/FlyAbility.cs @@ -0,0 +1,85 @@ +using UnityEngine; + +namespace ECM2.Examples.FirstPersonFly +{ + /// + /// This example shows how to extend a Character (through composition) and use + /// its Flying movement mode to implement a fly ability. + /// + /// Flying movement mode needs to be manually enabled / disabled as needed. + /// + + public class FlyAbility : MonoBehaviour + { + public bool canEverFly = true; + + private Character _character; + + /// + /// Determines if the Character is able to fly in its current state. + /// + + private bool IsFlyAllowed() + { + return canEverFly && _character.IsFalling(); + } + + /// + /// Determines if the character should enter flying movement mode. + /// + + protected virtual bool CanFly() + { + bool isFlyAllowed = IsFlyAllowed(); + + if (isFlyAllowed) + { + // If Fly is allowed, determine if is falling down otherwise its a jump! + + Vector3 worldUp = -_character.GetGravityDirection(); + float verticalSpeed = Vector3.Dot(_character.GetVelocity(), worldUp); + + isFlyAllowed = verticalSpeed < 0.0f; + } + + return isFlyAllowed; + } + + private void OnCollided(ref CollisionResult collisionResult) + { + // If flying and collided with walkable ground, exit flying state. + // I.e: Change to Falling movement mode as this is managed based on grounding status. + + if (_character.IsFlying() && 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100644 index 000000000..b78b7710e --- /dev/null +++ b/Assets/ECM2/Examples/First Person/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 800cd5310655eb943a19e700021158a6 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ECM2/Examples/First Person/Scripts/FirstPersonCharacter.cs b/Assets/ECM2/Examples/First Person/Scripts/FirstPersonCharacter.cs new file mode 100644 index 000000000..4fddce76b --- /dev/null +++ b/Assets/ECM2/Examples/First Person/Scripts/FirstPersonCharacter.cs @@ -0,0 +1,72 @@ +using UnityEngine; + +namespace ECM2.Examples.FirstPerson +{ + /// + /// This example extends a Character (through inheritance), implementing a First Person control. + /// + + public class FirstPersonCharacter : Character + { + [Tooltip("The first person camera parent.")] + public GameObject cameraParent; + + private float _cameraPitch; + + /// + /// Add input (affecting Yaw). + /// This is applied to the Character's rotation. + /// + + public virtual void AddControlYawInput(float value) + { + if (value != 0.0f) + AddYawInput(value); + } + + /// + /// Add input (affecting Pitch). + /// This is applied to the cameraParent's local rotation. + /// + + public virtual void AddControlPitchInput(float value, float minPitch = -80.0f, float maxPitch = 80.0f) + { + if (value != 0.0f) + _cameraPitch = MathLib.ClampAngle(_cameraPitch + value, minPitch, maxPitch); + } + + /// + /// Update cameraParent local rotation applying current _cameraPitch value. + /// + + protected virtual void UpdateCameraParentRotation() + { + cameraParent.transform.localRotation = Quaternion.Euler(_cameraPitch, 0.0f, 0.0f); + } + + /// + /// If overriden, base method MUST be called. + /// + + protected virtual void LateUpdate() + { + UpdateCameraParentRotation(); + } + + /// + /// If overriden, base method MUST be called. + /// + + protected override void Reset() + { + // Call base method implementation + + base.Reset(); + + // Disable character's rotation, + // it is handled by the AddControlYawInput method + + SetRotationMode(RotationMode.None); + } + } +} diff --git a/Assets/ECM2/Examples/First Person/Scripts/FirstPersonCharacter.cs.meta b/Assets/ECM2/Examples/First Person/Scripts/FirstPersonCharacter.cs.meta new file mode 100644 index 000000000..8b20517e2 --- /dev/null +++ b/Assets/ECM2/Examples/First Person/Scripts/FirstPersonCharacter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 713b3a549961cf64d88d9131fdc9be1a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ECM2/Examples/First Person/Scripts/FirstPersonInput.cs b/Assets/ECM2/Examples/First Person/Scripts/FirstPersonInput.cs new file mode 100644 index 000000000..a61e02dd1 --- /dev/null +++ b/Assets/ECM2/Examples/First Person/Scripts/FirstPersonInput.cs @@ -0,0 +1,114 @@ +using UnityEngine; +using UnityEngine.InputSystem; + +namespace ECM2.Examples.FirstPerson +{ + /// + /// First person character input. + /// Extends the default CharacterInput component adding support for typical first person controls. + /// + + public class FirstPersonInput : CharacterInput + { + [Space(15.0f)] + public bool invertLook = true; + [Tooltip("Look sensitivity")] + public Vector2 sensitivity = new Vector2(0.05f, 0.05f); + + [Space(15.0f)] + [Tooltip("How far in degrees can you move the camera down.")] + public float minPitch = -80.0f; + [Tooltip("How far in degrees can you move the camera up.")] + public float maxPitch = 80.0f; + + /// + /// Cached FirstPersonCharacter. + /// + + public FirstPersonCharacter firstPersonCharacter { get; private set; } + + /// + /// Movement InputAction. + /// + + public InputAction lookInputAction { get; set; } + + /// + /// Polls look InputAction (if any). + /// Return its current value or zero if no valid InputAction found. + /// + + public Vector2 GetLookInput() + { + return lookInputAction?.ReadValue() ?? Vector2.zero; + } + + /// + /// Initialize player InputActions (if any). + /// E.g. Subscribe to input action events and enable input actions here. + /// + + protected override void InitPlayerInput() + { + base.InitPlayerInput(); + + // Look input action (no handler, this is polled, e.g. GetLookInput()) + + lookInputAction = inputActionsAsset.FindAction("Look"); + lookInputAction?.Enable(); + } + + /// + /// Unsubscribe from input action events and disable input actions. + /// + + protected override void DeinitPlayerInput() + { + base.DeinitPlayerInput(); + + // Unsubscribe from input action events and disable input actions + + if (lookInputAction != null) + { + lookInputAction.Disable(); + lookInputAction = null; + } + } + + protected override void Awake() + { + base.Awake(); + + firstPersonCharacter = character as FirstPersonCharacter; + } + + protected virtual void Start() + { + Cursor.lockState = CursorLockMode.Locked; + } + + protected override void HandleInput() + { + // Move + + Vector2 movementInput = GetMovementInput(); + + Vector3 movementDirection = 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000000000..0d5416df5 --- /dev/null +++ b/Assets/ECM2/Examples/Glide/Scripts/GlideAbility.cs @@ -0,0 +1,115 @@ +using UnityEngine; + +namespace ECM2.Examples.Glide +{ + /// + /// This example shows how to extend a Character (through composition) implementing a Glide mechanic. + /// + + public class GlideAbility : MonoBehaviour + { + public bool canEverGlide = true; + public float maxFallSpeedGliding = 1.0f; + + private Character _character; + + protected bool _glideInputPressed; + protected bool _isGliding; + + public bool glideInputPressed => _glideInputPressed; + + /// + /// Is the Character gliding? + /// + + public virtual bool IsGliding() + { + return _isGliding; + } + + /// + /// Request to start a glide. + /// + + public virtual void Glide() + { + _glideInputPressed = true; + } + + /// + /// Request to stop gliding. + /// + + public virtual void StopGliding() + { + _glideInputPressed = false; + } + + /// + /// Determines if the character is able to perform a glide in its current state. + /// + + protected virtual bool IsGlideAllowed() + { + return canEverGlide && _character.IsFalling(); + } + + /// + /// Determines if the character can perform a requested glide. + /// + + protected virtual bool CanGlide() + { + bool isGlideAllowed = IsGlideAllowed(); + + if (isGlideAllowed) + { + Vector3 worldUp = -_character.GetGravityDirection(); + float verticalSpeed = Vector3.Dot(_character.GetVelocity(), worldUp); + + isGlideAllowed = verticalSpeed < 0.0f; + } + + return isGlideAllowed; + } + + /// + /// Start / Stop a requested glide. + /// + + protected virtual void CheckGlideInput() + { + if (!_isGliding && _glideInputPressed && CanGlide()) + { + _isGliding = true; + _character.maxFallSpeed = maxFallSpeedGliding; + + } + else if (_isGliding && (!_glideInputPressed || !CanGlide())) + { + _isGliding = false; + _character.maxFallSpeed = 40.0f; + } + } + + private void OnBeforeCharacterSimulationUpdated(float deltaTime) + { + CheckGlideInput(); + } + + private void Awake() + { + _character = GetComponent(); + } + + private void OnEnable() + { + _character.BeforeSimulationUpdated += OnBeforeCharacterSimulationUpdated; + } + + private void OnDisable() + { + _character.BeforeSimulationUpdated -= OnBeforeCharacterSimulationUpdated; + } + } +} \ No newline at end of file diff --git a/Assets/ECM2/Examples/Glide/Scripts/GlideAbility.cs.meta b/Assets/ECM2/Examples/Glide/Scripts/GlideAbility.cs.meta new file mode 100644 index 000000000..fc8b63634 --- /dev/null +++ b/Assets/ECM2/Examples/Glide/Scripts/GlideAbility.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: d97f3b8906b7417e88698c51eb7e04c8 +timeCreated: 1700291875 \ No newline at end of file diff --git a/Assets/ECM2/Examples/Glide/Scripts/GlideInput.cs b/Assets/ECM2/Examples/Glide/Scripts/GlideInput.cs new file mode 100644 index 000000000..809460c19 --- /dev/null +++ b/Assets/ECM2/Examples/Glide/Scripts/GlideInput.cs @@ -0,0 +1,38 @@ +using UnityEngine.InputSystem; + +namespace ECM2.Examples.Glide +{ + /// + /// Extends default Character Input to handle GlideAbility Input. + /// + + public class GlideInput : CharacterInput + { + private GlideAbility _glideAbility; + + /// + /// Extend OnJump handler to add GlideAbility input support. + /// + + public override void OnJump(InputAction.CallbackContext context) + { + // Call base method implementation (handle jump) + + base.OnJump(context); + + if (context.started) + _glideAbility.Glide(); + else if (context.canceled) + _glideAbility.StopGliding(); + } + + protected override void Awake() + { + base.Awake(); + + // Cache Glide Ability + + _glideAbility = GetComponent(); + } + } +} \ No newline at end of file diff --git a/Assets/ECM2/Examples/Glide/Scripts/GlideInput.cs.meta b/Assets/ECM2/Examples/Glide/Scripts/GlideInput.cs.meta new file mode 100644 index 000000000..e1d624da8 --- /dev/null +++ b/Assets/ECM2/Examples/Glide/Scripts/GlideInput.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 49ae0493228344b5b3bdfc1bf5545e57 +timeCreated: 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UnityEngine; + +namespace ECM2.Examples.Jump +{ + /// + /// This example shows how to extend a Character (through composition) implementing a jump ability. + /// This is the exact jump available in the Character class before v1.4. + /// + + public class JumpAbility : MonoBehaviour + { + [Space(15f)] + [Tooltip("Is the character able to jump ?")] + [SerializeField] + private bool _canEverJump; + + [Tooltip("Can jump while crouching ?")] + [SerializeField] + private bool _jumpWhileCrouching; + + [Tooltip("The max number of jumps the Character can perform.")] + [SerializeField] + private int _jumpMaxCount; + + [Tooltip("Initial velocity (instantaneous vertical velocity) when jumping.")] + [SerializeField] + private float _jumpImpulse; + + [Tooltip("The maximum time (in seconds) to hold the jump. eg: Variable height jump.")] + [SerializeField] + private float _jumpMaxHoldTime; + + [Tooltip("How early before hitting the ground you can trigger a jump (in seconds).")] + [SerializeField] + private float _jumpPreGroundedTime; + + [Tooltip("How long after leaving the ground you can trigger a jump (in seconds).")] + [SerializeField] + private float _jumpPostGroundedTime; + + private Character _character; + + protected bool _jumpButtonPressed; + protected float _jumpButtonHeldDownTime; + protected float _jumpHoldTime; + protected int _jumpCount; + protected bool _isJumping; + + /// + /// Is the character able to jump ? + /// + + public bool canEverJump + { + get => _canEverJump; + set => _canEverJump = value; + } + + /// + /// Can jump while crouching ? + /// + + public bool jumpWhileCrouching + { + get => _jumpWhileCrouching; + set => _jumpWhileCrouching = value; + } + + /// + /// The max number of jumps the Character can perform. + /// + + public int jumpMaxCount + { + get => _jumpMaxCount; + set => _jumpMaxCount = Mathf.Max(1, value); + } + + /// + /// Initial velocity (instantaneous vertical velocity) when jumping. + /// + + public float jumpImpulse + { + get => _jumpImpulse; + set => _jumpImpulse = Mathf.Max(0.0f, value); + } + + /// + /// The maximum time (in seconds) to hold the jump. eg: Variable height jump. + /// + + public float jumpMaxHoldTime + { + get => _jumpMaxHoldTime; + set => _jumpMaxHoldTime = Mathf.Max(0.0f, value); + } + + /// + /// How early before hitting the ground you can trigger a jump (in seconds). + /// + + public float jumpPreGroundedTime + { + get => _jumpPreGroundedTime; + set => _jumpPreGroundedTime = Mathf.Max(0.0f, value); + } + + /// + /// How long after leaving the ground you can trigger a jump (in seconds). + /// + + public float jumpPostGroundedTime + { + get => _jumpPostGroundedTime; + set => _jumpPostGroundedTime = Mathf.Max(0.0f, value); + } + + /// + /// True is _jumpButtonPressed is true, false otherwise. + /// + + public bool jumpButtonPressed => _jumpButtonPressed; + + /// + /// This is the time (in seconds) that the player has held the jump button. + /// + + public float jumpButtonHeldDownTime => _jumpButtonHeldDownTime; + + /// + /// Tracks the current number of jumps performed. + /// + + public int jumpCount => _jumpCount; + + /// + /// This is the time (in seconds) that the player has been holding the jump. + /// Eg: Variable height jump. + /// + + public float jumpHoldTime => _jumpHoldTime; + + /// + /// Is the Character jumping ? + /// + + public virtual bool IsJumping() + { + return _isJumping; + } + + /// + /// Start a jump. + /// Call this from an input event (such as a button 'down' event). + /// + + public void Jump() + { + _jumpButtonPressed = true; + } + + /// + /// Stop the Character from jumping. + /// Call this from an input event (such as a button 'up' event). + /// + + public void StopJumping() + { + // Input state + + _jumpButtonPressed = false; + _jumpButtonHeldDownTime = 0.0f; + + // Jump holding state + + _isJumping = false; + _jumpHoldTime = 0.0f; + } + + /// + /// Returns the current jump count. + /// + + public virtual int GetJumpCount() + { + return _jumpCount; + } + + /// + /// Determines if the Character is able to perform the requested jump. + /// + + public virtual bool CanJump() + { + // Is character even able to jump ? + + if (!canEverJump) + return false; + + // Can jump while crouching ? + + if (_character.IsCrouched() && !jumpWhileCrouching) + return false; + + // Cant jump if no jumps available + + if (jumpMaxCount == 0 || _jumpCount >= jumpMaxCount) + return false; + + // Is fist jump ? + + if (_jumpCount == 0) + { + // On first jump, + // can jump if is walking or is falling BUT withing post grounded time + + bool canJump = _character.IsWalking() || + _character.IsFalling() && jumpPostGroundedTime > 0.0f && _character.fallingTime < jumpPostGroundedTime; + + // Missed post grounded time ? + + if (_character.IsFalling() && !canJump) + { + // Missed post grounded time, + // can jump if have any 'in-air' jumps but the first jump counts as the in-air jump + + canJump = jumpMaxCount > 1; + if (canJump) + _jumpCount++; + } + + return canJump; + } + + // In air jump conditions... + + return _character.IsFalling(); + } + + /// + /// Determines the jump impulse vector. + /// + + protected virtual Vector3 CalcJumpImpulse() + { + Vector3 worldUp = -_character.GetGravityDirection(); + + float verticalSpeed = Vector3.Dot(_character.GetVelocity(), worldUp); + float actualJumpImpulse = Mathf.Max(verticalSpeed, jumpImpulse); + + return worldUp * actualJumpImpulse; + } + + /// + /// Attempts to perform a requested jump. + /// + + protected virtual void DoJump(float deltaTime) + { + // Update held down timer + + if (_jumpButtonPressed) + _jumpButtonHeldDownTime += deltaTime; + + // Wants to jump and not already jumping.. + + if (_jumpButtonPressed && !IsJumping()) + { + // If jumpPreGroundedTime is enabled, + // allow to jump only if held down time is less than tolerance + + if (jumpPreGroundedTime > 0.0f) + { + bool canJump = _jumpButtonHeldDownTime <= jumpPreGroundedTime; + if (!canJump) + return; + } + + // Can perform the requested jump ? + + if (CanJump()) + { + // Jump! + + _character.SetMovementMode(Character.MovementMode.Falling); + + _character.PauseGroundConstraint(); + _character.LaunchCharacter(CalcJumpImpulse(), true); + + _jumpCount++; + _isJumping = true; + } + } + } + + /// + /// Handle jumping state. + /// Eg: check input, perform jump hold (jumpMaxHoldTime > 0), etc. + /// + + protected virtual void Jumping(float deltaTime) + { + // Is character allowed to jump ? + + if (!canEverJump) + { + // If not allowed but was jumping, stop jump + + if (IsJumping()) + StopJumping(); + + return; + } + + // Check jump input state and attempts to do the requested jump + + DoJump(deltaTime); + + // Perform jump hold, applies an opposite gravity force proportional to _jumpHoldTime. + + if (IsJumping() && _jumpButtonPressed && jumpMaxHoldTime > 0.0f && _jumpHoldTime < jumpMaxHoldTime) + { + Vector3 actualGravity = _character.GetGravityVector(); + + float actualGravityMagnitude = actualGravity.magnitude; + Vector3 actualGravityDirection = actualGravityMagnitude > 0.0f + ? actualGravity / actualGravityMagnitude + : Vector3.zero; + + float jumpProgress = Mathf.InverseLerp(0.0f, jumpMaxHoldTime, _jumpHoldTime); + float proportionalForce = Mathf.LerpUnclamped(actualGravityMagnitude, 0.0f, jumpProgress); + + Vector3 proportionalJumpForce = -actualGravityDirection * proportionalForce; + _character.AddForce(proportionalJumpForce); + + _jumpHoldTime += deltaTime; + } + } + + protected virtual void OnMovementModeChanged(Character.MovementMode prevMovementMode, int prevCustomMode) + { + if (_character.IsWalking()) + _jumpCount = 0; + else if (_character.IsFlying() || _character.IsSwimming()) + StopJumping(); + } + + /// + /// If overriden, base method MUST be called. + /// + + protected virtual void Reset() + { + _canEverJump = true; + _jumpWhileCrouching = true; + _jumpMaxCount = 1; + _jumpImpulse = 5.0f; + } + + /// + /// If overriden, base method MUST be called. + /// + protected virtual void OnValidate() + { + jumpMaxCount = _jumpMaxCount; + jumpImpulse = _jumpImpulse; + jumpMaxHoldTime = _jumpMaxHoldTime; + jumpPreGroundedTime = _jumpPreGroundedTime; + jumpPostGroundedTime = _jumpPostGroundedTime; + } + + /// + /// If overriden, base method MUST be called. + /// + + protected virtual void Awake() + { + _character = GetComponent(); + } + + /// + /// If overriden, base method MUST be called. + /// + + protected virtual void OnEnable() + { + _character.MovementModeChanged += OnMovementModeChanged; + _character.BeforeSimulationUpdated += Jumping; + } + + /// + /// If overriden, base method MUST be called. + /// + + protected virtual void OnDisable() + { + _character.BeforeSimulationUpdated -= Jumping; + _character.MovementModeChanged -= OnMovementModeChanged; + } + + /// + /// If overriden, base method MUST be called. + /// + + protected virtual void Start() + { + // Disable Character built-in jump + + _character.canEverJump = false; + } + } +} \ No 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JumpAbility _jumpAbility; + + /// + /// Extend OnJump handler to manage JumpAbility input. + /// + + public override void OnJump(InputAction.CallbackContext context) + { + if (context.started) + _jumpAbility.Jump(); + else if (context.canceled) + _jumpAbility.StopJumping(); + } + + protected override void Awake() + { + base.Awake(); + + // Cache JumpAbility + + _jumpAbility = GetComponent(); + } + } +} \ No newline at end of file diff --git a/Assets/ECM2/Examples/Jump/Scripts/JumpInput.cs.meta b/Assets/ECM2/Examples/Jump/Scripts/JumpInput.cs.meta new file mode 100644 index 000000000..b28c8add8 --- /dev/null +++ b/Assets/ECM2/Examples/Jump/Scripts/JumpInput.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 3b75fe96fbf5426a80316e1303c9fa5c +timeCreated: 1700900486 \ No newline at end of file diff --git a/Assets/ECM2/Examples/Ladders.meta b/Assets/ECM2/Examples/Ladders.meta new file mode 100644 index 000000000..d23b5c335 --- /dev/null +++ b/Assets/ECM2/Examples/Ladders.meta @@ -0,0 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{fileID: 1531167458} + - {fileID: 28449640} + - {fileID: 691706127} diff --git a/Assets/ECM2/Examples/Ladders/Ladders Example Scene.unity.meta b/Assets/ECM2/Examples/Ladders/Ladders Example Scene.unity.meta new file mode 100644 index 000000000..cee40754a --- /dev/null +++ b/Assets/ECM2/Examples/Ladders/Ladders Example Scene.unity.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: e2251171a89ad034d9cdb694d2cc700f +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ECM2/Examples/Ladders/Scripts.meta b/Assets/ECM2/Examples/Ladders/Scripts.meta new file mode 100644 index 000000000..a53e6c0c2 --- /dev/null +++ b/Assets/ECM2/Examples/Ladders/Scripts.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 593d3397361c48ab9f2a4688ec660199 +timeCreated: 1700524424 \ No newline at end of file diff --git a/Assets/ECM2/Examples/Ladders/Scripts/Ladder.cs b/Assets/ECM2/Examples/Ladders/Scripts/Ladder.cs new file mode 100644 index 000000000..39164372e --- /dev/null +++ b/Assets/ECM2/Examples/Ladders/Scripts/Ladder.cs @@ -0,0 +1,76 @@ +using UnityEngine; + +namespace ECM2.Examples.Ladders +{ + public sealed class Ladder : MonoBehaviour + { + #region EDITOR EXPOSED FIELDS + + [Header("Ladder Path")] + public float PathLength = 10.0f; + public Vector3 PathOffset = new Vector3(0f, 0f, -0.5f); + + [Header("Anchor Points")] + public Transform TopPoint; + public Transform BottomPoint; + + #endregion + + #region PROPERTIES + + public Vector3 bottomAnchorPoint => transform.position + transform.TransformVector(PathOffset); + + public Vector3 topAnchorPoint => bottomAnchorPoint + transform.up * PathLength; + + #endregion + + #region METHODS + + public Vector3 ClosestPointOnPath(Vector3 position, out float pathPosition) + { + Vector3 path = topAnchorPoint - bottomAnchorPoint; + Vector3 pathToPoint = position - bottomAnchorPoint; + + float height = Vector3.Dot(pathToPoint, path.normalized); + + if (height > 0.0f) + { + // If we are below top point + + if (height <= path.magnitude) + { + pathPosition = 0; + return bottomAnchorPoint + path.normalized * height; + } + + // If we are higher than top point + + pathPosition = height - path.magnitude; + return topAnchorPoint; + } + + // Below bottom point + + pathPosition = height; + return bottomAnchorPoint; + } + + #endregion + + #region MONOBEHAVIOUR + + private void OnDrawGizmos() + { + Gizmos.color = Color.yellow; + Gizmos.DrawLine(bottomAnchorPoint, topAnchorPoint); + + if (BottomPoint == null || TopPoint == null) + return; + + Gizmos.DrawWireCube(BottomPoint.position, Vector3.one * 0.25f); + Gizmos.DrawWireCube(TopPoint.position, Vector3.one * 0.25f); + } + + #endregion + } +} \ No newline at end of file diff --git a/Assets/ECM2/Examples/Ladders/Scripts/Ladder.cs.meta b/Assets/ECM2/Examples/Ladders/Scripts/Ladder.cs.meta new file mode 100644 index 000000000..a0455da4d --- /dev/null +++ b/Assets/ECM2/Examples/Ladders/Scripts/Ladder.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: eaeb4b7f9b0647b4ba93dc7f142b09f6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ECM2/Examples/Ladders/Scripts/LadderClimbAbility.cs b/Assets/ECM2/Examples/Ladders/Scripts/LadderClimbAbility.cs new file mode 100644 index 000000000..3d6f0ef9e --- /dev/null +++ b/Assets/ECM2/Examples/Ladders/Scripts/LadderClimbAbility.cs @@ -0,0 +1,287 @@ +using UnityEngine; + +namespace ECM2.Examples.Ladders +{ + /// + /// This example shows how to extend a Character (through composition) adding a custom movement mode. + /// Here we implement a ladder climbing ability using a Climbing custom movement mode. + /// + + public class LadderClimbAbility : MonoBehaviour + { + public enum CustomMovementMode + { + Climbing = 1 + } + + public enum ClimbingState + { + None, + Grabbing, + Grabbed, + Releasing + } + + public float climbingSpeed = 5.0f; + public float grabbingTime = 0.25f; + + public LayerMask ladderMask; + + private Character _character; + + private Ladder _activeLadder; + private float _ladderPathPosition; + + private Vector3 _ladderStartPosition; + private Vector3 _ladderTargetPosition; + + private Quaternion _ladderStartRotation; + private Quaternion _ladderTargetRotation; + + private float _ladderTime; + + private ClimbingState _climbingState; + + private Character.RotationMode _previousRotationMode; + + /// + /// True if the Character is in Climbing custom movement mode, false otherwise. + /// + + public bool IsClimbing() + { + bool isClimbing = _character.movementMode == Character.MovementMode.Custom && + _character.customMovementMode == (int)CustomMovementMode.Climbing; + + return isClimbing; + } + + /// + /// Determines if the Character is able to climb. + /// + + private bool CanClimb() + { + // Do not allow to climb if crouching + + if (_character.IsCrouched()) + return false; + + // Attempt to find a ladder + + CharacterMovement characterMovement = _character.characterMovement; + var overlappedColliders = + characterMovement.OverlapTest(ladderMask, QueryTriggerInteraction.Collide, out int overlapCount); + + if (overlapCount == 0) + return false; + + // Is a ladder ? + + if (!overlappedColliders[0].TryGetComponent(out Ladder ladder)) + return false; + + // Found a ladder, make it active ladder and return + + _activeLadder = ladder; + + return true; + } + + /// + /// Start a climb. + /// Call this from an input event (such as a button 'down' event). + /// + + public void Climb() + { + if (IsClimbing() || !CanClimb()) + return; + + _character.SetMovementMode(Character.MovementMode.Custom, (int) CustomMovementMode.Climbing); + + _ladderStartPosition = _character.GetPosition(); + _ladderTargetPosition = _activeLadder.ClosestPointOnPath(_ladderStartPosition, out _ladderPathPosition); + + _ladderStartRotation = _character.GetRotation(); + _ladderTargetRotation = _activeLadder.transform.rotation; + } + + /// + /// Stop the Character from climbing. + /// Call this from an input event (such as a button 'up' event). + /// + + public void StopClimbing() + { + if (!IsClimbing() || _climbingState != ClimbingState.Grabbed) + return; + + _climbingState = ClimbingState.Releasing; + + _ladderStartPosition = _character.GetPosition(); + _ladderStartRotation = _character.GetRotation(); + + _ladderTargetPosition = _ladderStartPosition; + _ladderTargetRotation = _activeLadder.BottomPoint.rotation; + } + + /// + /// Perform climbing movement. + /// + + private void ClimbingMovementMode(float deltaTime) + { + Vector3 velocity = Vector3.zero; + + switch (_climbingState) + { + case ClimbingState.Grabbing: + case ClimbingState.Releasing: + { + _ladderTime += deltaTime; + + if (_ladderTime <= grabbingTime) + { + Vector3 interpolatedPosition = Vector3.Lerp(_ladderStartPosition, _ladderTargetPosition, _ladderTime / grabbingTime); + + velocity = (interpolatedPosition - transform.position) / deltaTime; + } + else + { + // If target has been reached, change ladder phase + + _ladderTime = 0.0f; + + if (_climbingState == ClimbingState.Grabbing ) + { + // Switch to ladder climb phase + + _climbingState = ClimbingState.Grabbed; + } + else if (_climbingState == ClimbingState.Releasing) + { + // Exit climbing state (change to falling movement mode) + + _character.SetMovementMode(Character.MovementMode.Falling); + } + } + + break; + } + + case ClimbingState.Grabbed: + { + // Get the path position from character's current position + + _activeLadder.ClosestPointOnPath(_character.GetPosition(), out _ladderPathPosition); + + if (Mathf.Abs(_ladderPathPosition) < 0.05f) + { + // Move the character along the ladder path + + Vector3 movementInput = _character.GetMovementDirection(); + + velocity = _activeLadder.transform.up * (movementInput.z * climbingSpeed); + } + else + { + // If reached on of the ladder path extremes, change to releasing phase + + _climbingState = ClimbingState.Releasing; + + _ladderStartPosition = _character.GetPosition(); + _ladderStartRotation = _character.GetRotation(); + + if (_ladderPathPosition > 0.0f) + { + // Above ladder path top point + + _ladderTargetPosition = _activeLadder.TopPoint.position; + _ladderTargetRotation = _activeLadder.TopPoint.rotation; + } + else if (_ladderPathPosition < 0.0f) + { + // Below ladder path bottom point + + _ladderTargetPosition = _activeLadder.BottomPoint.position; + _ladderTargetRotation = _activeLadder.BottomPoint.rotation; + } + } + + break; + } + } + + // Update character's velocity + + _character.SetVelocity(velocity); + } + + private void OnMovementModeChanged(Character.MovementMode prevMovementMode, int prevCustomMovementMode) + { + // Enter Climbing movement mode + + if (IsClimbing()) + { + _climbingState = ClimbingState.Grabbing; + + _character.StopJumping(); + + _character.EnableGroundConstraint(false); + + _previousRotationMode = _character.rotationMode; + _character.SetRotationMode(Character.RotationMode.Custom); + } + + // Exit Climbing movement mode + + bool wasClimbing = prevMovementMode == Character.MovementMode.Custom && + prevCustomMovementMode == (int)CustomMovementMode.Climbing; + + if (wasClimbing) + { + _climbingState = ClimbingState.None; + + _character.EnableGroundConstraint(true); + _character.SetRotationMode(_previousRotationMode); + } + } + + private void OnCustomMovementModeUpdated(float deltaTime) + { + if (IsClimbing()) + ClimbingMovementMode(deltaTime); + } + + private void OnCustomRotationModeUpdated(float deltaTime) + { + if (IsClimbing() && (_climbingState == ClimbingState.Grabbing || _climbingState == ClimbingState.Releasing)) + { + Quaternion rotation = + Quaternion.Slerp(_ladderStartRotation, _ladderTargetRotation, _ladderTime / grabbingTime); + + _character.SetRotation(rotation); + } + } + + private void Awake() + { + _character = GetComponent(); + } + + private void OnEnable() + { + _character.MovementModeChanged += OnMovementModeChanged; + _character.CustomMovementModeUpdated += OnCustomMovementModeUpdated; + _character.CustomRotationModeUpdated += OnCustomRotationModeUpdated; + } + + private void OnDisable() + { + _character.MovementModeChanged -= OnMovementModeChanged; + _character.CustomMovementModeUpdated -= OnCustomMovementModeUpdated; + _character.CustomRotationModeUpdated -= OnCustomRotationModeUpdated; + } + } +} \ No newline at end of file diff --git a/Assets/ECM2/Examples/Ladders/Scripts/LadderClimbAbility.cs.meta b/Assets/ECM2/Examples/Ladders/Scripts/LadderClimbAbility.cs.meta new file mode 100644 index 000000000..01db6bdb0 --- /dev/null +++ b/Assets/ECM2/Examples/Ladders/Scripts/LadderClimbAbility.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 5ef7d6f6890f479fac1591d410e31408 +timeCreated: 1700524463 \ No newline at end of file diff --git a/Assets/ECM2/Examples/Ladders/Scripts/LadderClimbInput.cs b/Assets/ECM2/Examples/Ladders/Scripts/LadderClimbInput.cs new file mode 100644 index 000000000..baf386523 --- /dev/null +++ b/Assets/ECM2/Examples/Ladders/Scripts/LadderClimbInput.cs @@ -0,0 +1,74 @@ +using UnityEngine.InputSystem; + +namespace ECM2.Examples.Ladders +{ + /// + /// Extends default Character Input to handle LadderClimbInput Input. + /// + + public class LadderClimbInput : CharacterInput + { + private LadderClimbAbility _ladderClimbAbility; + + /// + /// Interact InputAction. + /// + + public InputAction interactInputAction { get; set; } + + /// + /// Jump InputAction handler. + /// + + public virtual void OnInteract(InputAction.CallbackContext context) + { + if (context.started) + _ladderClimbAbility.Climb(); + else if (context.canceled) + _ladderClimbAbility.StopClimbing(); + } + + protected override void InitPlayerInput() + { + // Call base method implementation + + base.InitPlayerInput(); + + // Setup Interact input action handlers + + interactInputAction = inputActionsAsset.FindAction("Interact"); + if (interactInputAction != null) + { + interactInputAction.started += OnInteract; + interactInputAction.canceled += OnInteract; + + interactInputAction.Enable(); + } + } + + protected override void DeinitPlayerInput() + { + base.DeinitPlayerInput(); + + // Unsubscribe from input action events and disable input actions + + if (interactInputAction != null) + { + interactInputAction.started -= OnInteract; + interactInputAction.canceled -= OnInteract; + + interactInputAction.Disable(); + interactInputAction = null; + } + } + + protected override void Awake() + { + base.Awake(); + + // Cache Ladder Climb Ability + + _ladderClimbAbility = GetComponent(); + } + } +} \ No newline at end of file diff --git a/Assets/ECM2/Examples/Ladders/Scripts/LadderClimbInput.cs.meta b/Assets/ECM2/Examples/Ladders/Scripts/LadderClimbInput.cs.meta new file mode 100644 index 000000000..66c769e10 --- /dev/null +++ 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composition) to adjust a Character's rotation + /// to follow a 'terrain' contour. + /// + + public class CharacterOrientToGround : MonoBehaviour, IColliderFilter + { + public float maxSlopeAngle = 30.0f; + public float alignRate = 10.0f; + public float rayOffset = 0.1f; + + public LayerMask groundMask = 1; + + [Space(15f)] + public bool drawRays = true; + + private readonly RaycastHit[] _hits = new RaycastHit[8]; + + private Character _character; + + // Implement IColliderFilter. + // Ignore character's capsule collider. + + public bool Filter(Collider otherCollider) + { + CharacterMovement characterMovement = _character.GetCharacterMovement(); + if (otherCollider == characterMovement.collider) + return true; + + return false; + } + + /// + /// Computes the average normal sampling a 3x3 area, each ray is a rayOffset distance of other. + /// + + private Vector3 ComputeAverageNormal() + { + CharacterMovement characterMovement = _character.GetCharacterMovement(); + + Vector3 worldUp = Vector3.up; + Vector3 castOrigin = _character.GetPosition() + worldUp * (characterMovement.height * 0.5f); + + Vector3 castDirection = -worldUp; + float castDistance = characterMovement.height; + LayerMask castLayerMask = groundMask; + + Vector3 avgNormal = Vector3.zero; + + float x = -rayOffset; + float z = -rayOffset; + + int hitCount = 0; + + for (int i = 0; i < 3; i++) + { + z = -rayOffset; + + for (int j = 0; j < 3; j++) + { + bool hit = CollisionDetection.Raycast(castOrigin + new Vector3(x, 0.0f, z), castDirection, + castDistance, castLayerMask, QueryTriggerInteraction.Ignore, out RaycastHit hitResult, _hits, this) > 0; + + if (hit) + { + float angle = Vector3.Angle(hitResult.normal, worldUp); + if (angle < maxSlopeAngle) + { + avgNormal += hitResult.normal; + + if (drawRays) + Debug.DrawRay(hitResult.point, hitResult.normal, Color.yellow); + + hitCount ++; + } + } + + z += rayOffset; + } + + x += rayOffset; + } + + if (hitCount > 0) + avgNormal /= hitCount; + else + avgNormal = worldUp; + + if (drawRays) + Debug.DrawRay(_character.GetPosition(), avgNormal * 2f, Color.green); + + return avgNormal; + } + + private void OnAfterSimulationUpdated(float deltaTime) + { + Vector3 avgNormal = _character.IsWalking() ? ComputeAverageNormal() : Vector3.up; + + Quaternion characterRotation = _character.GetRotation(); + Vector3 characterUp = characterRotation * Vector3.up; + + Quaternion slopeRotation = Quaternion.FromToRotation(characterUp, avgNormal); + characterRotation = Quaternion.Slerp(characterRotation, slopeRotation * characterRotation, alignRate * deltaTime); + + _character.SetRotation(characterRotation); + } + + private void Awake() + { + _character = GetComponent(); + } + + private void OnEnable() + { + _character.AfterSimulationUpdated += OnAfterSimulationUpdated; + } + + private void OnDisable() + { + _character.AfterSimulationUpdated -= OnAfterSimulationUpdated; + } + } +} \ No newline at end of file diff --git a/Assets/ECM2/Examples/Orient to Ground/Scripts/CharacterOrientToGround.cs.meta b/Assets/ECM2/Examples/Orient to Ground/Scripts/CharacterOrientToGround.cs.meta new file mode 100644 index 000000000..cda019274 --- /dev/null +++ b/Assets/ECM2/Examples/Orient to 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Walk/Scripts/PlayerCharacter.cs b/Assets/ECM2/Examples/Planet Walk/Scripts/PlayerCharacter.cs new file mode 100644 index 000000000..6c4061559 --- /dev/null +++ b/Assets/ECM2/Examples/Planet Walk/Scripts/PlayerCharacter.cs @@ -0,0 +1,60 @@ +using ECM2.Examples.ThirdPerson; +using UnityEngine; + +namespace ECM2.Examples.PlanetWalk +{ + /// + /// This example extends a Character (through inheritance) adjusting its gravity and orientation + /// to follow a planet curvature similar to the Mario Galaxy game. + /// + + public class PlayerCharacter : ThirdPersonCharacter + { + [Space(15f)] + public Transform planetTransform; + + // Current camera forward, perpendicular to target's up vector. + + private Vector3 _cameraForward = Vector3.forward; + + public override void AddControlYawInput(float value) + { + // Rotate our forward along follow target's up axis + + Vector3 targetUp = followTarget.transform.up; + _cameraForward = Quaternion.Euler(targetUp * value) * _cameraForward; + } + + protected override void UpdateCameraRotation() + { + // Make sure camera forward vector is perpendicular to Character's current up vector + + Vector3 targetUp = followTarget.transform.up; + Vector3.OrthoNormalize(ref targetUp, ref _cameraForward); + + // Computes final Camera rotation from yaw and pitch + + cameraTransform.rotation = + Quaternion.LookRotation(_cameraForward, targetUp) * Quaternion.Euler(_cameraPitch, 0.0f, 0.0f); + } + + protected override void UpdateRotation(float deltaTime) + { + // Call base method (i.e: rotate towards movement direction) + + base.UpdateRotation(deltaTime); + + // Adjust gravity direction (ie: a vector pointing from character position to planet's center) + + Vector3 toPlanet = planetTransform.position - GetPosition(); + SetGravityVector(toPlanet.normalized * GetGravityMagnitude()); + + // Adjust Character's rotation following the new world-up (defined by gravity direction) + + Vector3 worldUp = GetGravityDirection() * -1.0f; + Quaternion newRotation = Quaternion.FromToRotation(GetUpVector(), worldUp) * GetRotation(); + + SetRotation(newRotation); + } + } +} diff --git a/Assets/ECM2/Examples/Planet Walk/Scripts/PlayerCharacter.cs.meta b/Assets/ECM2/Examples/Planet Walk/Scripts/PlayerCharacter.cs.meta new file mode 100644 index 000000000..ec779ec96 --- /dev/null +++ b/Assets/ECM2/Examples/Planet Walk/Scripts/PlayerCharacter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d8e22f557fff8be48a9230f99a4a6f52 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ECM2/Examples/Side Scrolling.meta b/Assets/ECM2/Examples/Side Scrolling.meta new file mode 100644 index 000000000..ec29b6cd2 --- /dev/null +++ b/Assets/ECM2/Examples/Side Scrolling.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 148600c99f8ab8849975d72f538c9b3c +folderAsset: yes +DefaultImporter: + externalObjects: {} + 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base method implementation + + base.Awake(); + + // Disable Character rotation, well handle it here (snap move direction) + + character.SetRotationMode(Character.RotationMode.None); + } + + protected override void HandleInput() + { + // Add horizontal movement (in world space) + + Vector2 movementInput = GetMovementInput(); + character.SetMovementDirection(Vector3.right * movementInput.x); + + // Snap side to side rotation + + if (movementInput.x != 0) + character.SetYaw(movementInput.x * 90.0f); + } + } +} diff --git a/Assets/ECM2/Examples/Side Scrolling/Scripts/SideScrollingInput.cs.meta b/Assets/ECM2/Examples/Side Scrolling/Scripts/SideScrollingInput.cs.meta new file mode 100644 index 000000000..fc7347a83 --- /dev/null +++ b/Assets/ECM2/Examples/Side Scrolling/Scripts/SideScrollingInput.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 8f138cba3d2dc7146817f32230b4f5b5 \ No newline at end of file diff --git a/Assets/ECM2/Examples/Side Scrolling/Side Scrolling Example Scene.unity 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our speed limit. + /// + + public override float GetMaxSpeed() + { + return IsSliding() ? maxWalkSpeed : base.GetMaxSpeed(); + } + + /// + /// If sliding, limit acceleration. + /// + + public override float GetMaxAcceleration() + { + return IsSliding() ? maxAcceleration * 0.1f : base.GetMaxAcceleration(); + } + + /// + /// Override IsWalking (aka: grounded movement mode) to add Sliding movement mode support, + /// otherwise crouch, jump will fail while sliding due its conditions checking if IsWalking. + /// + + public override bool IsWalking() + { + return IsSliding() || base.IsWalking(); + } + + /// + /// Is the Character sliding? + /// + + public bool IsSliding() + { + return movementMode == MovementMode.Custom && customMovementMode == (int)ECustomMovementMode.Sliding; + } + + /// + /// Determines if the character can slide in its current state. + /// + + protected virtual bool CanSlide() + { + // Slide is tied to crouch, if not crouching cant slide! + + if (!IsGrounded()) + return false; + + // Check allowed slide speed threshold + + float sqrSpeed = velocity.sqrMagnitude; + float slideSpeedThreshold = maxWalkSpeedCrouched * maxWalkSpeedCrouched; + + return sqrSpeed >= slideSpeedThreshold * 1.02f; + } + + /// + /// Calculate sliding direction vector. + /// + + protected virtual Vector3 CalcSlideDirection() + { + Vector3 slideDirection = GetMovementDirection(); + if (slideDirection.isZero()) + slideDirection = GetVelocity(); + else if (slideDirection.isZero()) + slideDirection = GetForwardVector(); + + slideDirection = ConstrainInputVector(slideDirection); + + return slideDirection.normalized; + } + + /// + /// Attempts to perform a requested slide or + /// stop it if requested or cant continue sliding. + /// + + protected virtual void CheckSlideInput() + { + bool isSliding = IsSliding(); + bool wantsToSlide = crouchInputPressed; + + if (!isSliding && wantsToSlide && CanSlide()) + { + SetMovementMode(MovementMode.Custom, (int)ECustomMovementMode.Sliding); + } + else if (isSliding && (!wantsToSlide || !CanSlide())) + { + SetMovementMode(MovementMode.Walking); + } + } + + /// + /// Handle Sliding enter / exit. + /// + + protected override void OnMovementModeChanged(MovementMode prevMovementMode, int prevCustomMode) + { + // Call base method implementation + + base.OnMovementModeChanged(prevMovementMode, prevCustomMode); + + // Enter sliding movement mode... + + if (IsSliding()) + { + // Apply initial slide impulse + + Vector3 slideDirection = CalcSlideDirection(); + characterMovement.velocity += slideDirection * slideImpulse; + + // Disable Character rotation + + SetRotationMode(RotationMode.None); + } + + // Exit sliding movement mode... + + bool wasSliding = prevMovementMode == MovementMode.Custom && + prevCustomMode == (int)ECustomMovementMode.Sliding; + + if (wasSliding) + { + // Re-enable Character rotation + + SetRotationMode(RotationMode.OrientRotationToMovement); + + // If falling, make sure its velocity do not exceed maxWalkSpeed + + if (IsFalling()) + { + Vector3 worldUp = -GetGravityDirection(); + Vector3 verticalVelocity = Vector3.Project(velocity, worldUp); + Vector3 lateralVelocity = Vector3.ClampMagnitude(velocity - verticalVelocity, maxWalkSpeed); + + characterMovement.velocity = lateralVelocity + verticalVelocity; + } + } + } + + protected override void OnBeforeSimulationUpdate(float deltaTime) + { + // Call base method implementation + + base.OnBeforeSimulationUpdate(deltaTime); + + // Attempts to do a requested slide + + CheckSlideInput(); + } + + /// + /// Update Character's velocity while SLIDING on walkable surfaces. + /// + + protected virtual void SlidingMovementMode(float deltaTime) + { + // Limit input to lateral movement only (strafing) + + Vector3 desiredVelocity = Vector3.Project(GetDesiredVelocity(), GetRightVector()); + + // Calculate new velocity + + characterMovement.velocity = + CalcVelocity(characterMovement.velocity, desiredVelocity, groundFriction * 0.2f, false, deltaTime); + + // Apply 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isTeleporterEnabled { get; set; } = true; + + private void OnTriggerEnter(Collider other) + { + // If no destination or this teleporter is disabled, return + + if (destination == null || !isTeleporterEnabled) + return; + + if (other.TryGetComponent(out Character character)) + { + // Teleport character + + character.TeleportPosition(destination.transform.position); + + // Disable destination teleporter until teleported character left it, + // otherwise will be teleported back in an infinite loop! + + destination.isTeleporterEnabled = false; + + // Should orient with destination ? + + if (OrientWithDestination) + { + // Update character's rotation towards destination forward vector (yaw only) + + Vector3 characterUp = character.GetUpVector(); + Vector3 teleporterForward = destination.transform.forward.projectedOnPlane(characterUp); + + Quaternion newRotation = Quaternion.LookRotation(teleporterForward, character.GetUpVector()); + + character.TeleportRotation(newRotation); + + // 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mode 100644 index 000000000..c40f71dc8 --- /dev/null +++ b/Assets/ECM2/Examples/Third Person/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 27756c9a6b6fcc64889210fb0d8be9bb +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ECM2/Examples/Third Person/Scripts/ThirdPersonCharacter.cs b/Assets/ECM2/Examples/Third Person/Scripts/ThirdPersonCharacter.cs new file mode 100644 index 000000000..711e8c08b --- /dev/null +++ b/Assets/ECM2/Examples/Third Person/Scripts/ThirdPersonCharacter.cs @@ -0,0 +1,110 @@ +using UnityEngine; + +namespace ECM2.Examples.ThirdPerson +{ + /// + /// This example extends a Character (through inheritance), implementing a typical Third Person control. + /// + + public class ThirdPersonCharacter : Character + { + [Space(15.0f)] + public GameObject followTarget; + + [Tooltip("The default distance behind the Follow target.")] + [SerializeField] + public float followDistance = 5.0f; + + [Tooltip("The minimum distance to Follow target.")] + [SerializeField] + public float followMinDistance; + + [Tooltip("The maximum distance to Follow target.")] + [SerializeField] + public float followMaxDistance = 10.0f; + + protected float _cameraYaw; + protected float _cameraPitch; + + protected float _currentFollowDistance; + protected float _followDistanceSmoothVelocity; + + /// + /// Add input (affecting Yaw). + /// This is applied to the camera's rotation. + /// + + public virtual void AddControlYawInput(float value) + { + _cameraYaw = MathLib.ClampAngle(_cameraYaw + value, -180.0f, 180.0f); + } + + /// + /// Add input (affecting Pitch). + /// This is applied to the camera's rotation. + /// + + public virtual void AddControlPitchInput(float value, float minValue = -80.0f, float maxValue = 80.0f) + { + _cameraPitch = MathLib.ClampAngle(_cameraPitch + value, minValue, maxValue); + } + + /// + /// Adds input (affecting follow distance). + /// + + public virtual void AddControlZoomInput(float value) + { + followDistance = Mathf.Clamp(followDistance - value, followMinDistance, followMaxDistance); + } + + /// + /// Update camera's rotation applying current _cameraPitch and _cameraYaw values. + /// + + protected virtual void UpdateCameraRotation() + { + cameraTransform.rotation = Quaternion.Euler(_cameraPitch, _cameraYaw, 0.0f); + } + + /// + /// Update camera's position maintaining _currentFollowDistance from target. + /// + + protected virtual void UpdateCameraPosition() + { + _currentFollowDistance = + Mathf.SmoothDamp(_currentFollowDistance, followDistance, ref _followDistanceSmoothVelocity, 0.2f); + + cameraTransform.position = + followTarget.transform.position - cameraTransform.forward * _currentFollowDistance; + } + + /// + /// Update camera's position and rotation. + /// + + protected virtual void UpdateCamera() + { + UpdateCameraRotation(); + UpdateCameraPosition(); + } + + protected override void Start() + { + base.Start(); + + Vector3 eulerAngles = cameraTransform.eulerAngles; + + _cameraPitch = eulerAngles.x; + _cameraYaw = eulerAngles.y; + + _currentFollowDistance = followDistance; + } + + private void LateUpdate() + { + UpdateCamera(); + } + } +} diff --git a/Assets/ECM2/Examples/Third Person/Scripts/ThirdPersonCharacter.cs.meta b/Assets/ECM2/Examples/Third Person/Scripts/ThirdPersonCharacter.cs.meta new file mode 100644 index 000000000..9fd0c5294 --- /dev/null +++ b/Assets/ECM2/Examples/Third Person/Scripts/ThirdPersonCharacter.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 798a5e46fa4539c498a5bc5625f3712b \ No newline at end of file diff --git a/Assets/ECM2/Examples/Third Person/Scripts/ThirdPersonInput.cs b/Assets/ECM2/Examples/Third Person/Scripts/ThirdPersonInput.cs new file mode 100644 index 000000000..2699f76fb --- /dev/null +++ b/Assets/ECM2/Examples/Third Person/Scripts/ThirdPersonInput.cs @@ -0,0 +1,149 @@ +using UnityEngine; +using UnityEngine.InputSystem; + +namespace ECM2.Examples.ThirdPerson +{ + /// + /// Third person character input. + /// Extends the default CharacterInput component adding support for typical third person controls. + /// + + public class ThirdPersonInput : CharacterInput + { + [Space(15.0f)] + public bool invertLook = true; + + [Tooltip("Look Sensitivity")] + public Vector2 lookSensitivity = new Vector2(0.05f, 0.05f); + + [Tooltip("Zoom Sensitivity")] + public float zoomSensitivity = 1.0f; + + [Space(15.0f)] + [Tooltip("How far in degrees can you move the camera down.")] + public float minPitch = -80.0f; + + [Tooltip("How far in degrees can you move the camera up.")] + public float maxPitch = 80.0f; + + /// + /// Cached ThirdPersonCharacter. + /// + + public ThirdPersonCharacter thirdPersonCharacter { get; private set; } + + /// + /// Movement InputAction. + /// + + public InputAction lookInputAction { get; set; } + + /// + /// Zoom InputAction. + /// + + public InputAction zoomInputAction { get; set; } + + /// + /// Polls look InputAction (if any). + /// Return its current value or zero if no valid InputAction found. + /// + + public Vector2 GetLookInput() + { + return lookInputAction?.ReadValue() ?? Vector2.zero; + } + + /// + /// Polls zoom InputAction (if any). + /// Return its current value or zero if no valid InputAction found. + /// + + public Vector2 GetZoomInput() + { + return zoomInputAction?.ReadValue() ?? Vector2.zero; + } + + /// + /// Initialize player InputActions (if any). + /// E.g. Subscribe to input action events and enable input actions here. + /// + + protected override void InitPlayerInput() + { + base.InitPlayerInput(); + + // Look input action (no handler, this is polled, e.g. GetLookInput()) + + lookInputAction = inputActionsAsset.FindAction("Look"); + lookInputAction?.Enable(); + + // Zoom input action (no handler, this is polled, e.g. GetLookInput()) + + zoomInputAction = inputActionsAsset.FindAction("Zoom"); + zoomInputAction?.Enable(); + } + + /// + /// Unsubscribe from input action events and disable input actions. + /// + + protected override void DeinitPlayerInput() + { + base.DeinitPlayerInput(); + + // Unsubscribe from input action events and disable input actions + + if (lookInputAction != null) + { + lookInputAction.Disable(); + lookInputAction = null; + } + + if (zoomInputAction != null) + { + zoomInputAction.Disable(); + zoomInputAction = null; + } + } + + protected override void Awake() + { + base.Awake(); + + thirdPersonCharacter = character as ThirdPersonCharacter; + } + + protected virtual void Start() + { + Cursor.lockState = CursorLockMode.Locked; + } + + protected override void HandleInput() + { + // Move + + Vector2 movementInput = GetMovementInput(); + + Vector3 movementDirection = Vector3.zero; + movementDirection += Vector3.forward * movementInput.y; + movementDirection += Vector3.right * movementInput.x; + + movementDirection = movementDirection.relativeTo(thirdPersonCharacter.cameraTransform, thirdPersonCharacter.GetUpVector()); + + thirdPersonCharacter.SetMovementDirection(movementDirection); + + // Look + + Vector2 lookInput = GetLookInput() * lookSensitivity; + + thirdPersonCharacter.AddControlYawInput(lookInput.x); + thirdPersonCharacter.AddControlPitchInput(invertLook ? -lookInput.y : lookInput.y, minPitch, maxPitch); + + // Zoom + + Vector2 zoomInput = GetZoomInput() * zoomSensitivity; + thirdPersonCharacter.AddControlZoomInput(zoomInput.y); + } + } +} diff --git a/Assets/ECM2/Examples/Third 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Character's movement mode and rotation has been updated, + /// so we use this to append the gravity direction rotation. + /// + + private void OnAfterSimulationUpdated(float deltaTime) + { + RotateCharacterToGravity(deltaTime); + } + + private void Awake() + { + _character = GetComponent(); + } + + private void OnEnable() + { + // Subscribe to Character events + + _character.AfterSimulationUpdated += OnAfterSimulationUpdated; + } + + private void OnDisable() + { + // Subscribe from Character events + + _character.AfterSimulationUpdated -= OnAfterSimulationUpdated; + } + + private void Update() + { + // If requested, toggle gravity direction if character is Falling + + if (_character.IsFalling() && Input.GetKeyDown(KeyCode.E)) + _character.gravityScale *= -1.0f; + } + } +} \ No newline at end of file diff --git a/Assets/ECM2/Examples/Toggle Gravity Direction/Scripts/ToggleCharacterGravityDirection.cs.meta b/Assets/ECM2/Examples/Toggle Gravity 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not. + /// + /// The simulation delta time + + protected override void CustomRotationMode(float deltaTime) + { + // Call base method implementation + + base.CustomRotationMode(deltaTime); + + // Update character rotation + + Vector3 targetDirection = + _aimDirection.isZero() ? GetMovementDirection() : GetAimDirection(); + + RotateTowards(targetDirection, deltaTime); + } + } +} diff --git a/Assets/ECM2/Examples/Twin-Stick Movement/Scripts/TwinStickCharacter.cs.meta b/Assets/ECM2/Examples/Twin-Stick Movement/Scripts/TwinStickCharacter.cs.meta new file mode 100644 index 000000000..43eabd95b --- /dev/null +++ b/Assets/ECM2/Examples/Twin-Stick Movement/Scripts/TwinStickCharacter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ac9b54624973406418996032df376cf9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ECM2/Examples/Twin-Stick Movement/Scripts/TwinStickInput.cs b/Assets/ECM2/Examples/Twin-Stick Movement/Scripts/TwinStickInput.cs new file mode 100644 index 000000000..19b8d197c --- /dev/null +++ b/Assets/ECM2/Examples/Twin-Stick Movement/Scripts/TwinStickInput.cs @@ -0,0 +1,51 @@ +using UnityEngine; +using UnityEngine.InputSystem; + +namespace ECM2.Examples.TwinStickMovement +{ + /// + /// This example shows how to implement a basic twin-stick movement. + /// This implements a typical Mouse and Keyboard twin-stick shooter control. + /// + + public class TwinStickInput : CharacterInput + { + private TwinStickCharacter _twinStickCharacter; + + protected override void Awake() + { + base.Awake(); + + _twinStickCharacter = character as TwinStickCharacter; + } + + protected override void HandleInput() + { + // Call base method implementation + + base.HandleInput(); + + // Calc aim direction + + Vector3 aimDirection = Vector3.zero; + + if (Mouse.current.leftButton.isPressed) + { + // Convert mouse screen position to world position + + Ray ray = character.camera.ScreenPointToRay(Input.mousePosition); + if (Physics.Raycast(ray, out RaycastHit hitResult, Mathf.Infinity)) + { + // Compute aim direction vector (character direction -> mouse world position) + + Vector3 toHitPoint2D = (hitResult.point - 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Please make sure to remove any folders from previous versions before proceeding. + +# Documentation + +For detailed information about ECM2 and its usage, please refer to the [Documentation](https://oscar-gracian.gitbook.io/easy-character-movement-2/). + +# Support + +> Please make sure to include the invoice number you received with your purchase when requesting support via email. + +If you have any questions, feedback, or need assistance, feel free to reach out to us. 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000000000..32285bef2 --- /dev/null +++ b/Assets/ECM2/Shared Assets/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 46c64259ba561a045ab30fc5293788db +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ECM2/Shared Assets/Scripts/CharacterInput.cs b/Assets/ECM2/Shared Assets/Scripts/CharacterInput.cs new file mode 100644 index 000000000..f815f6600 --- /dev/null +++ b/Assets/ECM2/Shared Assets/Scripts/CharacterInput.cs @@ -0,0 +1,224 @@ +using UnityEngine; +using UnityEngine.InputSystem; + +namespace ECM2.Examples +{ + /// + /// Character Input. + /// Shows how control a Character using the Input System. + /// + + public class CharacterInput : MonoBehaviour + { + [Space(15f)] + [Tooltip("Collection of input action maps and control schemes available for user controls.")] + [SerializeField] + private InputActionAsset _inputActionsAsset; + + [Tooltip("The character to be controlled. If left unassigned, this will attempt to locate a Character component within this GameObject.")] + [SerializeField] + private Character _character; + + /// + /// Our controlled character. + /// + + public Character character => _character; + + /// + /// InputActions assets. + /// + + public InputActionAsset inputActionsAsset + { + get => _inputActionsAsset; + set + { + DeinitPlayerInput(); + + _inputActionsAsset = value; + InitPlayerInput(); + } + } + + /// + /// Movement InputAction. + /// + + public InputAction movementInputAction { get; set; } + + /// + /// Jump InputAction. + /// + + public InputAction jumpInputAction { get; set; } + + /// + /// Crouch InputAction. + /// + + public InputAction crouchInputAction { get; set; } + + /// + /// Polls movement InputAction (if any). + /// Return its current value or zero if no valid InputAction found. + /// + + public virtual Vector2 GetMovementInput() + { + return movementInputAction?.ReadValue() ?? Vector2.zero; + } + + /// + /// Jump InputAction handler. + /// + + public virtual void OnJump(InputAction.CallbackContext context) + { + if (context.started) + _character.Jump(); + else if (context.canceled) + _character.StopJumping(); + } + + /// + /// Crouch InputAction handler. + /// + + public virtual void OnCrouch(InputAction.CallbackContext context) + { + if (context.started) + _character.Crouch(); + else if (context.canceled) + _character.UnCrouch(); + } + + /// + /// Initialize player InputActions (if any). + /// E.g. Subscribe to input action events and enable input actions here. + /// + + protected virtual void InitPlayerInput() + { + // Attempts to cache Character InputActions (if any) + + if (inputActionsAsset == null) + return; + + // Movement input action (no handler, this is polled, e.g. GetMovementInput()) + + movementInputAction = inputActionsAsset.FindAction("Move"); + movementInputAction?.Enable(); + + // Setup Jump input action handlers + + jumpInputAction = inputActionsAsset.FindAction("Jump"); + if (jumpInputAction != null) + { + jumpInputAction.started += OnJump; + jumpInputAction.canceled += OnJump; + + jumpInputAction.Enable(); + } + + // Setup Crouch input action handlers + + crouchInputAction = inputActionsAsset.FindAction("Crouch"); + if (crouchInputAction != null) + { + crouchInputAction.started += OnCrouch; + crouchInputAction.canceled += OnCrouch; + + crouchInputAction.Enable(); + } + } + + /// + /// Unsubscribe from input action events and disable input actions. + /// + + protected virtual void DeinitPlayerInput() + { + // Unsubscribe from input action events and disable input actions + + if (movementInputAction != null) + { + movementInputAction.Disable(); + movementInputAction = null; + } + + if (jumpInputAction != null) + { + jumpInputAction.started -= OnJump; + jumpInputAction.canceled -= OnJump; + + jumpInputAction.Disable(); + jumpInputAction = null; + } + + if (crouchInputAction != null) + { + crouchInputAction.started -= OnCrouch; + crouchInputAction.canceled -= OnCrouch; + + crouchInputAction.Disable(); + crouchInputAction = null; + } + } + + protected virtual void HandleInput() + { + // Should this character handle input ? + + if (inputActionsAsset == null) + return; + + // Poll movement InputAction + + Vector2 movementInput = GetMovementInput(); + + Vector3 movementDirection = Vector3.zero; + + movementDirection += Vector3.right * movementInput.x; + movementDirection += Vector3.forward * movementInput.y; + + // If character has a camera assigned... + + if (_character.camera) + { + // Make movement direction relative to its camera view direction + + movementDirection = movementDirection.relativeTo(_character.cameraTransform, _character.GetUpVector()); + } + + // Set character's movement direction vector + + _character.SetMovementDirection(movementDirection); + } + + protected virtual void Awake() + { + // If no character assigned, try to get Character from this GameObject + + if (_character == null) + { + _character = GetComponent(); + } + } + + protected virtual void OnEnable() + { + InitPlayerInput(); + } + + protected virtual void OnDisable() + { + DeinitPlayerInput(); + } + + protected virtual void Update() + { + HandleInput(); + } + } +} diff --git a/Assets/ECM2/Shared Assets/Scripts/CharacterInput.cs.meta b/Assets/ECM2/Shared Assets/Scripts/CharacterInput.cs.meta new file mode 100644 index 000000000..4faf8c076 --- /dev/null +++ b/Assets/ECM2/Shared Assets/Scripts/CharacterInput.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 8e33907e14463d146a0fb34c9baaa320 \ No newline at end of file diff --git a/Assets/ECM2/Shared Assets/Scripts/CharacterPause.cs b/Assets/ECM2/Shared Assets/Scripts/CharacterPause.cs new file mode 100644 index 000000000..3e75c6dda --- /dev/null +++ b/Assets/ECM2/Shared Assets/Scripts/CharacterPause.cs @@ -0,0 +1,27 @@ +using UnityEngine; + +namespace ECM2.Examples +{ + /// + /// Shows how to use the new (introduced in v1.4) Character Pause method to pause / resume a Character. + /// When paused, a Character prevents any interaction. + /// + + public class CharacterPause : MonoBehaviour + { + private Character _character; + + private void Awake() + { + _character = GetComponent(); + } + + private void Update() + { + // Toggle Character pause + + if (Input.GetKeyDown(KeyCode.P)) + _character.Pause(!_character.isPaused); + } + } +} \ No newline at end of file diff --git a/Assets/ECM2/Shared Assets/Scripts/CharacterPause.cs.meta b/Assets/ECM2/Shared Assets/Scripts/CharacterPause.cs.meta new file mode 100644 index 000000000..649d06946 --- /dev/null +++ b/Assets/ECM2/Shared Assets/Scripts/CharacterPause.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 957641d45695471a971ded93e92de0ba +timeCreated: 1700616504 \ No newline at end of file diff --git a/Assets/ECM2/Shared Assets/Scripts/SimpleCameraController.cs b/Assets/ECM2/Shared Assets/Scripts/SimpleCameraController.cs new file mode 100644 index 000000000..e396c5808 --- /dev/null +++ b/Assets/ECM2/Shared Assets/Scripts/SimpleCameraController.cs @@ -0,0 +1,68 @@ +using UnityEngine; + +namespace ECM2.Examples +{ + public sealed class SimpleCameraController : MonoBehaviour + { + #region PUBLIC FIELDS + + [SerializeField] + private Transform _target; + + [SerializeField] + private float _distanceToTarget = 10.0f; + + [SerializeField] + private float _smoothTime = 0.1f; + + #endregion + + #region FIELDS + + private Vector3 _followVelocity; + + #endregion + + #region PROPERTIES + + public Transform target + { + get => _target; + set => _target = value; + } + + public float distanceToTarget + { + get => _distanceToTarget; + set => _distanceToTarget = Mathf.Max(0.0f, value); + } + + #endregion + + #region MONOBEHAVIOUR + + public void OnValidate() + { + distanceToTarget = _distanceToTarget; + } + + public void Start() + { + if (_target == null) + return; + + transform.position = target.position - transform.forward * distanceToTarget; + } + + public void LateUpdate() + { + if (_target == null) + return; + + Vector3 targetPosition = target.position - transform.forward * distanceToTarget; + transform.position = Vector3.SmoothDamp(transform.position, targetPosition, ref _followVelocity, _smoothTime); + } + + #endregion + } +} \ No newline at end of file diff --git a/Assets/ECM2/Shared Assets/Scripts/SimpleCameraController.cs.meta b/Assets/ECM2/Shared Assets/Scripts/SimpleCameraController.cs.meta new file mode 100644 index 000000000..c8d78e622 --- /dev/null +++ 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assetBundleVariant: diff --git a/Assets/ECM2/Source/Characters/Character.cs b/Assets/ECM2/Source/Characters/Character.cs new file mode 100644 index 000000000..90cc3264b --- /dev/null +++ b/Assets/ECM2/Source/Characters/Character.cs @@ -0,0 +1,3395 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace ECM2 +{ + [RequireComponent(typeof(CharacterMovement))] + public class Character : MonoBehaviour + { + #region ENUMS + + public enum MovementMode + { + /// + /// Disables movement clearing velocity and any pending forces / impulsed on Character. + /// + + None, + + /// + /// Walking on a surface, under the effects of friction, and able to "step up" barriers. Vertical velocity is zero. + /// + + Walking, + + /// + /// Falling under the effects of gravity, after jumping or walking off the edge of a surface. + /// + + Falling, + + /// + /// Flying, ignoring the effects of gravity. + /// + + Flying, + + /// + /// Swimming through a fluid volume, under the effects of gravity and buoyancy. + /// + + Swimming, + + /// + /// User-defined custom movement mode, including many possible sub-modes. + /// + + Custom + } + + public enum RotationMode + { + /// + /// Disable Character's rotation. + /// + + None, + + /// + /// Smoothly rotate the Character toward the direction of acceleration, using rotationRate as the rate of rotation change. + /// + + OrientRotationToMovement, + + /// + /// Smoothly rotate the Character toward camera's view direction, using rotationRate as the rate of rotation change. + /// + + OrientRotationToViewDirection, + + /// + /// Let root motion handle Character rotation. + /// + + OrientWithRootMotion, + + /// + /// User-defined custom rotation mode. + /// + + Custom + } + + #endregion + + #region EDITOR EXPOSED FIELDS + + [Space(15f)] + [Tooltip("The Character's current rotation mode.")] + [SerializeField] + private RotationMode _rotationMode; + + [Tooltip("Change in rotation per second (Deg / s).\n" + + "Used when rotation mode is OrientRotationToMovement or OrientRotationToViewDirection.")] + [SerializeField] + private float _rotationRate; + + [Space(15f)] + [Tooltip("The Character's default movement mode. Used at player startup.")] + [SerializeField] + private MovementMode _startingMovementMode; + + [Space(15f)] + [Tooltip("The maximum ground speed when walking.\n" + + "Also determines maximum lateral speed when falling.")] + [SerializeField] + private float _maxWalkSpeed; + + [Tooltip("The ground speed that we should accelerate up to when walking at minimum analog stick tilt.")] + [SerializeField] + private float _minAnalogWalkSpeed; + + [Tooltip("Max Acceleration (rate of change of velocity).")] + [SerializeField] + private float _maxAcceleration; + + [Tooltip("Deceleration when walking and not applying acceleration.\n" + + "This is a constant opposing force that directly lowers velocity by a constant value.")] + [SerializeField] + private float _brakingDecelerationWalking; + + [Tooltip("Setting that affects movement control.\n" + + "Higher values allow faster changes in direction.\n" + + "If useSeparateBrakingFriction is false, also affects the ability to stop more quickly when braking (whenever acceleration is zero).")] + [SerializeField] + private float _groundFriction; + + [Space(15.0f)] + [Tooltip("Is the character able to crouch ?")] + [SerializeField] + private bool _canEverCrouch; + + [Tooltip("If canEverCrouch == true, determines the character height when crouched.")] + [SerializeField] + private float _crouchedHeight; + + [Tooltip("If canEverCrouch == true, determines the character height when un crouched.")] + [SerializeField] + private float _unCrouchedHeight; + + [Tooltip("The maximum ground speed while crouched.")] + [SerializeField] + private float _maxWalkSpeedCrouched; + + [Space(15f)] + [Tooltip("The maximum vertical velocity a Character can reach when falling. Eg: Terminal velocity.")] + [SerializeField] + private float _maxFallSpeed; + + [Tooltip("Lateral deceleration when falling and not applying acceleration.")] + [SerializeField] + private float _brakingDecelerationFalling; + + [Tooltip("Friction to apply to lateral movement when falling. \n" + + "If useSeparateBrakingFriction is false, also affects the ability to stop more quickly when braking (whenever acceleration is zero).")] + [SerializeField] + private float _fallingLateralFriction; + + [Range(0.0f, 1.0f)] + [Tooltip("When falling, amount of lateral movement control available to the Character.\n" + + "0 = no control, 1 = full control at max acceleration.")] + [SerializeField] + private float _airControl; + + [Space(15.0f)] + [Tooltip("Is the character able to jump ?")] + [SerializeField] + private bool _canEverJump; + + [Tooltip("Can jump while crouching ?")] + [SerializeField] + private bool _canJumpWhileCrouching; + + [Tooltip("The max number of jumps the Character can perform.")] + [SerializeField] + private int _jumpMaxCount; + + [Tooltip("Initial velocity (instantaneous vertical velocity) when jumping.")] + [SerializeField] + private float _jumpImpulse; + + [Tooltip("The maximum time (in seconds) to hold the jump. eg: Variable height jump.")] + [SerializeField] + private float _jumpMaxHoldTime; + + [Tooltip("How early before hitting the ground you can trigger a jump (in seconds).")] + [SerializeField] + private float _jumpMaxPreGroundedTime; + + [Tooltip("How long after leaving the ground you can trigger a jump (in seconds).")] + [SerializeField] + private float _jumpMaxPostGroundedTime; + + [Space(15f)] + [Tooltip("The maximum flying speed.")] + [SerializeField] + private float _maxFlySpeed; + + [Tooltip("Deceleration when flying and not applying acceleration.")] + [SerializeField] + private float _brakingDecelerationFlying; + + [Tooltip("Friction to apply to movement when flying.")] + [SerializeField] + private float _flyingFriction; + + [Space(15f)] + [Tooltip("The maximum swimming speed.")] + [SerializeField] + private float _maxSwimSpeed; + + [Tooltip("Deceleration when swimming and not applying acceleration.")] + [SerializeField] + private float _brakingDecelerationSwimming; + + [Tooltip("Friction to apply to movement when swimming.")] + [SerializeField] + private float _swimmingFriction; + + [Tooltip("Water buoyancy ratio. 1 = Neutral Buoyancy, 0 = No Buoyancy.")] + [SerializeField] + private float _buoyancy; + + [Tooltip("This Character's gravity.")] + [Space(15f)] + [SerializeField] + private Vector3 _gravity; + + [Tooltip("The degree to which this object is affected by gravity.\n" + + "Can be negative allowing to change gravity direction.")] + [SerializeField] + private float _gravityScale; + + [Space(15f)] + [Tooltip("Should animation determines the Character's movement ?")] + [SerializeField] + private bool _useRootMotion; + + [Space(15f)] + [Tooltip("Whether the Character moves with the moving platform it is standing on.")] + [SerializeField] + private bool _impartPlatformMovement; + + [Tooltip("Whether the Character receives the changes in rotation of the platform it is standing on.")] + [SerializeField] + private bool _impartPlatformRotation; + + [Tooltip("If true, impart the platform's velocity when jumping or falling off it.")] + [SerializeField] + private bool _impartPlatformVelocity; + + [Space(15f)] + [Tooltip("If enabled, the player will interact with dynamic rigidbodies when walking into them.")] + [SerializeField] + private bool _enablePhysicsInteraction; + + [Tooltip("Should apply push force to characters when walking into them ?")] + [SerializeField] + private bool _applyPushForceToCharacters; + + [Tooltip("Should apply a downward force to rigidbodies we stand on ?")] + [SerializeField] + private bool _applyStandingDownwardForce; + + [Space(15.0f)] + [Tooltip("This Character's mass (in Kg)." + + "Determines how the character interact against other characters or dynamic rigidbodies if enablePhysicsInteraction == true.")] + [SerializeField] + private float _mass; + + [Tooltip("Force applied to rigidbodies when walking into them (due to mass and relative velocity) is scaled by this amount.")] + [SerializeField] + private float _pushForceScale; + + [Tooltip("Force applied to rigidbodies we stand on (due to mass and gravity) is scaled by this amount.")] + [SerializeField] + private float _standingDownwardForceScale; + + [Space(15f)] + [Tooltip("Reference to the Player's Camera.\n" + + "If assigned, the Character's movement will be relative to this camera, otherwise movement will be relative to world axis.")] + [SerializeField] + private Camera _camera; + + #endregion + + #region FIELDS + + protected readonly List _physicsVolumes = new List(); + + private Coroutine _lateFixedUpdateCoroutine; + private bool _enableAutoSimulation = true; + + private Transform _transform; + private CharacterMovement _characterMovement; + private Animator _animator; + private RootMotionController _rootMotionController; + private Transform _cameraTransform; + + /// + /// The Character's current movement mode. + /// + + private MovementMode _movementMode = MovementMode.None; + + /// + /// Character's User-defined custom movement mode (sub-mode). + /// Only applicable if _movementMode == Custom. + /// + + private int _customMovementMode; + + private bool _useSeparateBrakingFriction; + private float _brakingFriction; + + private bool _useSeparateBrakingDeceleration; + private float _brakingDeceleration; + + private Vector3 _movementDirection = Vector3.zero; + private Vector3 _rotationInput = Vector3.zero; + + private Vector3 _desiredVelocity = Vector3.zero; + + protected bool _isCrouched; + + protected bool _isJumping; + private float _jumpInputHoldTime; + private float _jumpForceTimeRemaining; + private int _jumpCurrentCount; + + protected float _fallingTime; + + #endregion + + #region PROPERTIES + + /// + /// This Character's camera transform. + /// If assigned, the Character's movement will be relative to this, otherwise movement will be relative to world. + /// + + public new Camera camera + { + get => _camera; + set => _camera = value; + } + + /// + /// Cached camera transform (if any). + /// + + public Transform cameraTransform + { + get + { + if (_camera != null) + _cameraTransform = _camera.transform; + + return _cameraTransform; + } + } + + /// + /// Cached Character transform. + /// + + public new Transform transform => _transform; + + /// + /// Cached CharacterMovement component. + /// + + public CharacterMovement characterMovement => _characterMovement; + + /// + /// Cached Animator component. Can be null. + /// + + public Animator animator => _animator; + + /// + /// Cached Character's RootMotionController component. Can be null. + /// + + public RootMotionController rootMotionController => _rootMotionController; + + /// + /// Change in rotation per second, used when orientRotationToMovement or orientRotationToViewDirection are true. + /// + + public float rotationRate + { + get => _rotationRate; + set => _rotationRate = value; + } + + /// + /// The Character's current rotation mode. + /// + + public RotationMode rotationMode + { + get => _rotationMode; + set => _rotationMode = value; + } + + /// + /// The maximum ground speed when walking. Also determines maximum lateral speed when falling. + /// + + public float maxWalkSpeed + { + get => _maxWalkSpeed; + set => _maxWalkSpeed = Mathf.Max(0.0f, value); + } + + /// + /// The ground speed that we should accelerate up to when walking at minimum analog stick tilt. + /// + + public float minAnalogWalkSpeed + { + get => _minAnalogWalkSpeed; + set => _minAnalogWalkSpeed = Mathf.Max(0.0f, value); + } + + /// + /// Max Acceleration (rate of change of velocity). + /// + + public float maxAcceleration + { + get => _maxAcceleration; + set => _maxAcceleration = Mathf.Max(0.0f, value); + } + + /// + /// Deceleration when walking and not applying acceleration. + /// This is a constant opposing force that directly lowers velocity by a constant value. + /// + + public float brakingDecelerationWalking + { + get => _brakingDecelerationWalking; + set => _brakingDecelerationWalking = Mathf.Max(0.0f, value); + } + + /// + /// Setting that affects movement control. + /// Higher values allow faster changes in direction. + /// If useSeparateBrakingFriction is false, also affects the ability to stop more quickly when braking (whenever acceleration is zero). + /// + + public float groundFriction + { + get => _groundFriction; + set => _groundFriction = Mathf.Max(0.0f, value); + } + + /// + /// Is the character able to crouch ? + /// + + public bool canEverCrouch + { + get => _canEverCrouch; + set => _canEverCrouch = value; + } + + /// + /// If canEverCrouch == true, determines the character height when crouched. + /// + + public float crouchedHeight + { + get => _crouchedHeight; + set => _crouchedHeight = Mathf.Max(0.0f, value); + } + + /// + /// If canEverCrouch == true, determines the character height when un crouched. + /// + + public float unCrouchedHeight + { + get => _unCrouchedHeight; + set => _unCrouchedHeight = Mathf.Max(0.0f, value); + } + + /// + /// The maximum ground speed while crouched. + /// + + public float maxWalkSpeedCrouched + { + get => _maxWalkSpeedCrouched; + set => _maxWalkSpeedCrouched = Mathf.Max(0.0f, value); + } + + /// + /// Is the crouch input pressed? + /// + + public bool crouchInputPressed { get; protected set; } + + /// + /// The maximum vertical velocity (in m/s) a Character can reach when falling. + /// Eg: Terminal velocity. + /// + + public float maxFallSpeed + { + get => _maxFallSpeed; + set => _maxFallSpeed = Mathf.Max(0.0f, value); + } + + /// + /// Lateral deceleration when falling and not applying acceleration. + /// + + public float brakingDecelerationFalling + { + get => _brakingDecelerationFalling; + set => _brakingDecelerationFalling = Mathf.Max(0.0f, value); + } + + /// + /// Friction to apply to lateral air movement when falling. + /// + + public float fallingLateralFriction + { + get => _fallingLateralFriction; + set => _fallingLateralFriction = Mathf.Max(0.0f, value); + } + + /// + /// The Character's time in falling movement mode. + /// + + public float fallingTime => _fallingTime; + + /// + /// When falling, amount of lateral movement control available to the Character. + /// 0 = no control, 1 = full control at max acceleration. + /// + + public float airControl + { + get => _airControl; + set => _airControl = Mathf.Clamp01(value); + } + + /// + /// Is the character able to jump ? + /// + + public bool canEverJump + { + get => _canEverJump; + set => _canEverJump = value; + } + + /// + /// Is allowed to jump while crouching? + /// + + public bool canJumpWhileCrouching + { + get => _canJumpWhileCrouching; + set => _canJumpWhileCrouching = value; + } + + /// + /// The max number of jumps the Character can perform. + /// + + public int jumpMaxCount + { + get => _jumpMaxCount; + set => _jumpMaxCount = Mathf.Max(1, value); + } + + /// + /// Initial velocity (instantaneous vertical velocity) when jumping. + /// + + public float jumpImpulse + { + get => _jumpImpulse; + set => _jumpImpulse = Mathf.Max(0.0f, value); + } + + /// + /// The maximum time (in seconds) to hold the jump. eg: Variable height jump. + /// + + public float jumpMaxHoldTime + { + get => _jumpMaxHoldTime; + set => _jumpMaxHoldTime = Mathf.Max(0.0f, value); + } + + /// + /// How early before hitting the ground you can trigger a jump (in seconds). + /// + + public float jumpMaxPreGroundedTime + { + get => _jumpMaxPreGroundedTime; + set => _jumpMaxPreGroundedTime = Mathf.Max(0.0f, value); + } + + /// + /// How long after leaving the ground you can trigger a jump (in seconds). + /// + + public float jumpMaxPostGroundedTime + { + get => _jumpMaxPostGroundedTime; + set => _jumpMaxPostGroundedTime = Mathf.Max(0.0f, value); + } + + /// + /// This is the time (in seconds) that the player has held the jump input. + /// + + public float jumpInputHoldTime + { + get => _jumpInputHoldTime; + protected set => _jumpInputHoldTime = Mathf.Max(0.0f, value); + } + + /// + /// Amount of jump force time remaining, if jumpMaxHoldTime > 0. + /// + + public float jumpForceTimeRemaining + { + get => _jumpForceTimeRemaining; + protected set => _jumpForceTimeRemaining = Mathf.Max(0.0f, value); + } + + /// + /// Tracks the current number of jumps performed. + /// + + public int jumpCurrentCount + { + get => _jumpCurrentCount; + protected set => _jumpCurrentCount = Mathf.Max(0, value); + } + + /// + /// Should notify a jump apex ? + /// Set to true to receive OnReachedJumpApex event. + /// + + public bool notifyJumpApex { get; set; } + + /// + /// Is the jump input pressed? + /// + + public bool jumpInputPressed { get; protected set; } + + /// + /// The maximum flying speed. + /// + + public float maxFlySpeed + { + get => _maxFlySpeed; + set => _maxFlySpeed = Mathf.Max(0.0f, value); + } + + /// + /// Deceleration when flying and not applying acceleration. + /// + + public float brakingDecelerationFlying + { + get => _brakingDecelerationFlying; + set => _brakingDecelerationFlying = Mathf.Max(0.0f, value); + } + + /// + /// Friction to apply to movement when flying. + /// + + public float flyingFriction + { + get => _flyingFriction; + set => _flyingFriction = Mathf.Max(0.0f, value); + } + + /// + /// The maximum swimming speed. + /// + + public float maxSwimSpeed + { + get => _maxSwimSpeed; + set => _maxSwimSpeed = Mathf.Max(0.0f, value); + } + + /// + /// Deceleration when swimming and not applying acceleration. + /// + + public float brakingDecelerationSwimming + { + get => _brakingDecelerationSwimming; + set => _brakingDecelerationSwimming = Mathf.Max(0.0f, value); + } + + /// + /// Friction to apply to movement when swimming. + /// + + public float swimmingFriction + { + get => _swimmingFriction; + set => _swimmingFriction = Mathf.Max(0.0f, value); + } + + /// + /// Water buoyancy ratio. 1 = Neutral Buoyancy, 0 = No Buoyancy. + /// + + public float buoyancy + { + get => _buoyancy; + set => _buoyancy = Mathf.Max(0.0f, value); + } + + /// + /// Should use a separate braking friction ? + /// + + public bool useSeparateBrakingFriction + { + get => _useSeparateBrakingFriction; + set => _useSeparateBrakingFriction = value; + } + + /// + /// Friction (drag) coefficient applied when braking (whenever Acceleration = 0, or if Character is exceeding max speed). + /// This is the value, used in all movement modes IF useSeparateBrakingFriction is true. + /// + + public float brakingFriction + { + get => _brakingFriction; + set => _brakingFriction = Mathf.Max(0.0f, value); + } + + /// + /// Should use a separate braking deceleration ? + /// + + public bool useSeparateBrakingDeceleration + { + get => _useSeparateBrakingDeceleration; + set => _useSeparateBrakingDeceleration = value; + } + + /// + /// Deceleration when not applying acceleration. + /// This is a constant opposing force that directly lowers velocity by a constant value. + /// This is the value, used in all movement modes IF useSeparateBrakingDeceleration is true. + /// + + public float brakingDeceleration + { + get => _brakingDeceleration; + set => _brakingDeceleration = value; + } + + /// + /// The Character's gravity (modified by gravityScale). Defaults to Physics.gravity. + /// + + public Vector3 gravity + { + get => _gravity * _gravityScale; + set => _gravity = value; + } + + /// + /// The degree to which this object is affected by gravity. + /// Can be negative allowing to change gravity direction. + /// + + public float gravityScale + { + get => _gravityScale; + set => _gravityScale = value; + } + + /// + /// Should animation determines the Character' movement ? + /// + + public bool useRootMotion + { + get => _useRootMotion; + set => _useRootMotion = value; + } + + /// + /// If enabled, the player will interact with dynamic rigidbodies when walking into them. + /// + + public bool enablePhysicsInteraction + { + get => _enablePhysicsInteraction; + set + { + _enablePhysicsInteraction = value; + + if (_characterMovement) + _characterMovement.enablePhysicsInteraction = _enablePhysicsInteraction; + } + } + + /// + /// Should apply push force to other characters when walking into them ? + /// + + public bool applyPushForceToCharacters + { + get => _applyPushForceToCharacters; + set + { + _applyPushForceToCharacters = value; + + if (_characterMovement) + _characterMovement.physicsInteractionAffectsCharacters = _applyPushForceToCharacters; + } + } + + /// + /// Should apply a downward force to rigidbodies we stand on ? + /// + + public bool applyStandingDownwardForce + { + get => _applyStandingDownwardForce; + set => _applyStandingDownwardForce = value; + } + + /// + /// This Character's mass (in Kg). + /// + + public float mass + { + get => _mass; + set + { + _mass = Mathf.Max(1e-07f, value); + + if (_characterMovement && _characterMovement.rigidbody) + _characterMovement.rigidbody.mass = _mass; + } + } + + /// + /// Force applied to rigidbodies when walking into them (due to mass and relative velocity) is scaled by this amount. + /// + + public float pushForceScale + { + get => _pushForceScale; + set + { + _pushForceScale = Mathf.Max(0.0f, value); + + if (_characterMovement) + _characterMovement.pushForceScale = _pushForceScale; + } + } + + /// + /// Force applied to rigidbodies we stand on (due to mass and gravity) is scaled by this amount. + /// + + public float standingDownwardForceScale + { + get => _standingDownwardForceScale; + set => _standingDownwardForceScale = Mathf.Max(0.0f, value); + } + + /// + /// If true, impart the platform's velocity when jumping or falling off it. + /// + + public bool impartPlatformVelocity + { + get => _impartPlatformVelocity; + set + { + _impartPlatformVelocity = value; + + if (_characterMovement) + _characterMovement.impartPlatformVelocity = _impartPlatformVelocity; + } + } + + /// + /// Whether the Character moves with the moving platform it is standing on. + /// If true, the Character moves with the moving platform. + /// + + public bool impartPlatformMovement + { + get => _impartPlatformMovement; + set + { + _impartPlatformMovement = value; + + if (_characterMovement) + _characterMovement.impartPlatformMovement = _impartPlatformMovement; + } + } + + /// + /// Whether the Character receives the changes in rotation of the platform it is standing on. + /// If true, the Character rotates with the moving platform. + /// + + public bool impartPlatformRotation + { + get => _impartPlatformRotation; + set + { + _impartPlatformRotation = value; + + if (_characterMovement) + _characterMovement.impartPlatformRotation = _impartPlatformRotation; + } + } + + /// + /// The character's current position (read only) + /// Use SetPosition method to modify it. + /// + + public Vector3 position => characterMovement.position; + + /// + /// The character's current position (read only). + /// Use SetRotation method to modify it. + /// + + public Quaternion rotation => characterMovement.rotation; + + /// + /// The character's current velocity (read only). + /// Use SetVelocity method to modify it. + /// + + public Vector3 velocity => characterMovement.velocity; + + /// + /// The Character's current speed. + /// + + public float speed => characterMovement.velocity.magnitude; + + /// + /// The character's current radius (read only). + /// Use CharacterMovement SetDimensions method to modify it. + /// + + public float radius => characterMovement.radius; + + /// + /// The character's current height (read only). + /// Use CharacterMovement SetDimensions method to modify it. + /// + + public float height => characterMovement.height; + + /// + /// The Character's current movement mode (read only. + /// Use SetMovementMode method to modify it. + /// + + public MovementMode movementMode => _movementMode; + + /// + /// Character's User-defined custom movement mode (sub-mode). + /// Only applicable if _movementMode == Custom (read only). + /// Use SetMovementMode method to modify it. + /// + + public int customMovementMode => _customMovementMode; + + /// + /// PhysicsVolume overlapping this component. NULL if none. + /// + + public PhysicsVolume physicsVolume { get; protected set; } + + /// + /// If true, enables a LateFixedUpdate Coroutine to simulate this character. + /// If false, Simulate method must be called in order to simulate this character. + /// Enabled by default. + /// + + public bool enableAutoSimulation + { + get => _enableAutoSimulation; + set + { + _enableAutoSimulation = value; + EnableAutoSimulationCoroutine(_enableAutoSimulation); + } + } + + // Is the Character paused? + + public bool isPaused { get; private set; } + + #endregion + + #region EVENTS + + public delegate void PhysicsVolumeChangedEventHandler(PhysicsVolume newPhysicsVolume); + + public delegate void MovementModeChangedEventHandler(MovementMode prevMovementMode, int prevCustomMode); + public delegate void CustomMovementModeUpdateEventHandler(float deltaTime); + + public delegate void CustomRotationModeUpdateEventHandler(float deltaTime); + + public delegate void BeforeSimulationUpdateEventHandler(float deltaTime); + public delegate void AfterSimulationUpdateEventHandler(float deltaTime); + public delegate void CharacterMovementUpdateEventHandler(float deltaTime); + + public delegate void CollidedEventHandler(ref CollisionResult collisionResult); + public delegate void FoundGroundEventHandler(ref FindGroundResult foundGround); + public delegate void LandedEventHandled(Vector3 landingVelocity); + + public delegate void CrouchedEventHandler(); + public delegate void UnCrouchedEventHandler(); + + public delegate void JumpedEventHandler(); + public delegate void ReachedJumpApexEventHandler(); + + /// + /// Event triggered when a character enter or leaves a PhysicsVolume. + /// + + public event PhysicsVolumeChangedEventHandler PhysicsVolumeChanged; + + /// + /// Event triggered when a MovementMode change. + /// + + public event MovementModeChangedEventHandler MovementModeChanged; + + /// + /// Event for implementing custom character movement mode. + /// Called if MovementMode is set to Custom. + /// + + public event CustomMovementModeUpdateEventHandler CustomMovementModeUpdated; + + /// + /// Event for implementing custom character rotation mode. + /// Called when RotationMode is set to Custom. + /// + + public event CustomRotationModeUpdateEventHandler CustomRotationModeUpdated; + + /// + /// Event called before character simulation updates. + /// This 'hook' lets you externally update the character 'state'. + /// + + public event BeforeSimulationUpdateEventHandler BeforeSimulationUpdated; + + /// + /// Event called after character simulation updates. + /// This 'hook' lets you externally update the character 'state'. + /// + + public event AfterSimulationUpdateEventHandler AfterSimulationUpdated; + + /// + /// Event called when CharacterMovement component is updated (ie. Move call). + /// At this point the character movement has completed and its state is current. + /// This 'hook' lets you externally update the character 'state'. + /// + + public event CharacterMovementUpdateEventHandler CharacterMovementUpdated; + + /// + /// Event triggered when characters collides with other during a Move. + /// Can be called multiple times. + /// + + public event CollidedEventHandler Collided; + + /// + /// Event triggered when a character finds ground (walkable or non-walkable) as a result of a downcast sweep (eg: FindGround method). + /// + + public event FoundGroundEventHandler FoundGround; + + /// + /// Event triggered when a character is falling and finds walkable ground as a result of a downcast sweep (eg: FindGround method). + /// + + public event LandedEventHandled Landed; + + /// + /// Event triggered when Character enters crouching state. + /// + + public event CrouchedEventHandler Crouched; + + /// + /// Event triggered when character exits crouching state. + /// + + public event UnCrouchedEventHandler UnCrouched; + + /// + /// Event triggered when character jumps. + /// + + public event JumpedEventHandler Jumped; + + /// + /// Triggered when Character reaches jump apex (eg: change in vertical speed from positive to negative). + /// Only triggered if notifyJumpApex == true. + /// + + public event ReachedJumpApexEventHandler ReachedJumpApex; + + /// + /// Event for implementing custom character movement mode. + /// Called if MovementMode is set to Custom. + /// Derived Character classes should override CustomMovementMode method instead. + /// + + protected virtual void OnCustomMovementMode(float deltaTime) + { + // Trigger event + + CustomMovementModeUpdated?.Invoke(deltaTime); + } + + /// + /// Event for implementing custom character rotation mode. + /// Called if RotationMode is set to Custom. + /// Derived Character classes should override CustomRotationMode method instead. + /// + + protected virtual void OnCustomRotationMode(float deltaTime) + { + CustomRotationModeUpdated?.Invoke(deltaTime); + } + + /// + /// Called at the beginning of the Character Simulation, before current movement mode update. + /// This 'hook' lets you externally update the character 'state'. + /// + + protected virtual void OnBeforeSimulationUpdate(float deltaTime) + { + BeforeSimulationUpdated?.Invoke(deltaTime); + } + + /// + /// Called after current movement mode update. + /// This 'hook' lets you externally update the character 'state'. + /// + + protected virtual void OnAfterSimulationUpdate(float deltaTime) + { + AfterSimulationUpdated?.Invoke(deltaTime); + } + + /// + /// Event called when CharacterMovement component is updated (ie. Move call). + /// At this point the character movement has been applied and its state is current. + /// This 'hook' lets you externally update the character 'state'. + /// + + protected virtual void OnCharacterMovementUpdated(float deltaTime) + { + CharacterMovementUpdated?.Invoke(deltaTime); + } + + /// + /// Event triggered when characters collides with other during a CharacterMovement Move call. + /// Can be called multiple times. + /// + + protected virtual void OnCollided(ref CollisionResult collisionResult) + { + Collided?.Invoke(ref collisionResult); + } + + /// + /// Event triggered when a character find ground (walkable or non-walkable) as a result of a downcast sweep (eg: FindGround method). + /// + + protected virtual void OnFoundGround(ref FindGroundResult foundGround) + { + FoundGround?.Invoke(ref foundGround); + } + + /// + /// Event triggered when character enter Walking movement mode (ie: isOnWalkableGround AND isConstrainedToGround). + /// + + protected virtual void OnLanded(Vector3 landingVelocity) + { + Landed?.Invoke(landingVelocity); + } + + /// + /// Called when character crouches. + /// + + protected virtual void OnCrouched() + { + Crouched?.Invoke(); + } + + /// + /// Called when character un crouches. + /// + + protected virtual void OnUnCrouched() + { + UnCrouched?.Invoke(); + } + + /// + /// Called when a jump has been successfully triggered. + /// + + protected virtual void OnJumped() + { + Jumped?.Invoke(); + } + + /// + /// Called when Character reaches jump apex (eg: change in vertical speed from positive to negative). + /// Only triggered if notifyJumpApex == true. + /// + + protected virtual void OnReachedJumpApex() + { + ReachedJumpApex?.Invoke(); + } + + #endregion + + #region METHODS + + /// + /// Returns the Character's gravity vector modified by gravityScale. + /// + + public Vector3 GetGravityVector() + { + return gravity; + } + + /// + /// Returns the gravity direction (normalized). + /// + + public Vector3 GetGravityDirection() + { + return gravity.normalized; + } + + /// + /// Returns the current gravity magnitude factoring current gravity scale. + /// + + public float GetGravityMagnitude() + { + return gravity.magnitude; + } + + /// + /// Sets the Character's gravity vector + /// + + public void SetGravityVector(Vector3 newGravityVector) + { + _gravity = newGravityVector; + } + + /// + /// Start / Stops Auto-simulation coroutine (ie: LateFixedUpdate). + /// + + private void EnableAutoSimulationCoroutine(bool enable) + { + if (enable) + { + if (_lateFixedUpdateCoroutine != null) + StopCoroutine(_lateFixedUpdateCoroutine); + + _lateFixedUpdateCoroutine = StartCoroutine(LateFixedUpdate()); + } + else + { + if (_lateFixedUpdateCoroutine != null) + StopCoroutine(_lateFixedUpdateCoroutine); + } + } + + /// + /// Cache used components. + /// + + protected virtual void CacheComponents() + { + _transform = GetComponent(); + _characterMovement = GetComponent(); + _animator = GetComponentInChildren(); + _rootMotionController = GetComponentInChildren(); + + { + characterMovement.impartPlatformMovement = _impartPlatformMovement; + characterMovement.impartPlatformRotation = _impartPlatformRotation; + characterMovement.impartPlatformVelocity = _impartPlatformVelocity; + + characterMovement.enablePhysicsInteraction = _enablePhysicsInteraction; + characterMovement.physicsInteractionAffectsCharacters = _applyPushForceToCharacters; + characterMovement.pushForceScale = _pushForceScale; + + mass = _mass; + } + } + + /// + /// Sets the given new volume as our current Physics Volume. + /// Trigger PhysicsVolumeChanged event. + /// + + protected virtual void SetPhysicsVolume(PhysicsVolume newPhysicsVolume) + { + // Do nothing if nothing is changing + + if (newPhysicsVolume == physicsVolume) + return; + + // Trigger PhysicsVolumeChanged event + + OnPhysicsVolumeChanged(newPhysicsVolume); + + // Updates current physics volume + + physicsVolume = newPhysicsVolume; + } + + /// + /// Called when this Character's PhysicsVolume has been changed. + /// + + protected virtual void OnPhysicsVolumeChanged(PhysicsVolume newPhysicsVolume) + { + if (newPhysicsVolume && newPhysicsVolume.waterVolume) + { + // Entering a water volume + + SetMovementMode(MovementMode.Swimming); + } + else if (IsInWaterPhysicsVolume() && newPhysicsVolume == null) + { + // Left a water volume + + // If Swimming, change to Falling mode + + if (IsSwimming()) + { + SetMovementMode(MovementMode.Falling); + } + } + + // Trigger PhysicsVolumeChanged event + + PhysicsVolumeChanged?.Invoke(newPhysicsVolume); + } + + /// + /// Update character's current physics volume. + /// + + protected virtual void UpdatePhysicsVolume(PhysicsVolume newPhysicsVolume) + { + // Check if Character is inside or outside a PhysicsVolume, + // It uses the Character's center as reference point + + Vector3 characterCenter = characterMovement.worldCenter; + + if (newPhysicsVolume && newPhysicsVolume.boxCollider.ClosestPoint(characterCenter) == characterCenter) + { + // Entering physics volume + + SetPhysicsVolume(newPhysicsVolume); + } + else + { + // Leaving physics volume + + SetPhysicsVolume(null); + } + } + + /// + /// Attempts to add a new physics volume to our volumes list. + /// + + protected virtual void AddPhysicsVolume(Collider other) + { + if (other.TryGetComponent(out PhysicsVolume volume) && !_physicsVolumes.Contains(volume)) + _physicsVolumes.Insert(0, volume); + } + + /// + /// Attempts to remove a physics volume from our volumes list. + /// + + protected virtual void RemovePhysicsVolume(Collider other) + { + if (other.TryGetComponent(out PhysicsVolume volume) && _physicsVolumes.Contains(volume)) + _physicsVolumes.Remove(volume); + } + + /// + /// Sets as current physics volume the one with higher priority. + /// + + protected virtual void UpdatePhysicsVolumes() + { + // Find volume with higher priority + + PhysicsVolume volume = null; + int maxPriority = int.MinValue; + + for (int i = 0, c = _physicsVolumes.Count; i < c; i++) + { + PhysicsVolume vol = _physicsVolumes[i]; + if (vol.priority <= maxPriority) + continue; + + maxPriority = vol.priority; + volume = vol; + } + + // Update character's current volume + + UpdatePhysicsVolume(volume); + } + + /// + /// Is the character in a water physics volume ? + /// + + public virtual bool IsInWaterPhysicsVolume() + { + return physicsVolume && physicsVolume.waterVolume; + } + + /// + /// Adds a force to the Character. + /// This forces will be accumulated and applied during Move method call. + /// + + public void AddForce(Vector3 force, ForceMode forceMode = ForceMode.Force) + { + characterMovement.AddForce(force, forceMode); + } + + /// + /// Applies a force to a rigidbody that simulates explosion effects. + /// + + public void AddExplosionForce(float forceMagnitude, Vector3 origin, float explosionRadius, float upwardModifier, ForceMode forceMode = ForceMode.Force) + { + characterMovement.AddExplosionForce(forceMagnitude, origin, explosionRadius, upwardModifier, forceMode); + } + + /// + /// Set a pending launch velocity on the Character. This velocity will be processed next Move call. + /// If overrideVerticalVelocity is true replace the vertical component of the Character's velocity instead of adding to it. + /// If overrideLateralVelocity is true replace the XY part of the Character's velocity instead of adding to it. + /// + + public void LaunchCharacter(Vector3 launchVelocity, bool overrideVerticalVelocity = false, + bool overrideLateralVelocity = false) + { + characterMovement.LaunchCharacter(launchVelocity, overrideVerticalVelocity, overrideLateralVelocity); + } + + /// + /// Should collision detection be enabled ? + /// + + public void DetectCollisions(bool detectCollisions) + { + characterMovement.detectCollisions = detectCollisions; + } + + /// + /// Makes the character to ignore all collisions vs otherCollider. + /// + + public void IgnoreCollision(Collider otherCollider, bool ignore = true) + { + characterMovement.IgnoreCollision(otherCollider, ignore); + } + + /// + /// Makes the character to ignore collisions vs all colliders attached to the otherRigidbody. + /// + + public void IgnoreCollision(Rigidbody otherRigidbody, bool ignore = true) + { + characterMovement.IgnoreCollision(otherRigidbody, ignore); + } + + /// + /// Makes the character's collider (eg: CapsuleCollider) to ignore all collisions vs otherCollider. + /// NOTE: The character can still collide with other during a Move call if otherCollider is in CollisionLayers mask. + /// + + public void CapsuleIgnoreCollision(Collider otherCollider, bool ignore = true) + { + characterMovement.CapsuleIgnoreCollision(otherCollider, ignore); + } + + /// + /// Temporarily disable ground constraint allowing the Character to freely leave the ground. + /// Eg: LaunchCharacter, Jump, etc. + /// + + public void PauseGroundConstraint(float seconds = 0.1f) + { + characterMovement.PauseGroundConstraint(seconds); + } + + /// + /// Should movement be constrained to ground when on walkable ground ? + /// When enabled, character will be constrained to ground ignoring vertical velocity. + /// + + public void EnableGroundConstraint(bool enable) + { + characterMovement.constrainToGround = enable; + } + + /// + /// Was the character on ground last Move call ? + /// + + public bool WasOnGround() + { + return characterMovement.wasOnGround; + } + + /// + /// Is the character on ground ? + /// + + public bool IsOnGround() + { + return characterMovement.isOnGround; + } + + /// + /// Was the character on walkable ground last Move call ? + /// + + public bool WasOnWalkableGround() + { + return characterMovement.wasOnWalkableGround; + } + + /// + /// Is the character on walkable ground ? + /// + + public bool IsOnWalkableGround() + { + return characterMovement.isOnWalkableGround; + } + + /// + /// Was the character on walkable ground AND constrained to ground last Move call ? + /// + + public bool WasGrounded() + { + return characterMovement.wasGrounded; + } + + /// + /// Is the character on walkable ground AND constrained to ground. + /// + + public bool IsGrounded() + { + return characterMovement.isGrounded; + } + + /// + /// Return the CharacterMovement component. This is guaranteed to be not null. + /// + + public CharacterMovement GetCharacterMovement() + { + return characterMovement; + } + + /// + /// Return the Animator component or null if not found. + /// + + public Animator GetAnimator() + { + return animator; + } + + /// + /// Return the RootMotionController or null is not found. + /// + + public RootMotionController GetRootMotionController() + { + return rootMotionController; + } + + /// + /// Return the Character's current PhysicsVolume, null if none. + /// + + public PhysicsVolume GetPhysicsVolume() + { + return physicsVolume; + } + + /// + /// The Character's current position. + /// + + public Vector3 GetPosition() + { + return characterMovement.position; + } + + /// + /// Sets the Character's position. + /// This complies with the interpolation resulting in a smooth transition between the two positions in any intermediate frames rendered. + /// + + public void SetPosition(Vector3 position, bool updateGround = false) + { + characterMovement.SetPosition(position, updateGround); + } + + /// + /// Instantly modify the character's position. + /// Unlike SetPosition this disables rigidbody interpolation (interpolating == true) before updating the character's position resulting in an instant movement. + /// If interpolating == true it will re-enable rigidbody interpolation after teleportation. + /// + + public void TeleportPosition(Vector3 newPosition, bool interpolating = true, bool updateGround = false) + { + if (interpolating) + { + characterMovement.interpolation = RigidbodyInterpolation.None; + } + + characterMovement.SetPosition(newPosition, updateGround); + + if (interpolating) + { + characterMovement.interpolation = RigidbodyInterpolation.Interpolate; + } + } + + /// + /// The Character's current rotation. + /// + + public Quaternion GetRotation() + { + return characterMovement.rotation; + } + + /// + /// Sets the Character's current rotation. + /// + + public void SetRotation(Quaternion newRotation) + { + characterMovement.rotation = newRotation; + } + + /// + /// Instantly modify the character's rotation. + /// Unlike SetRotation this disables rigidbody interpolation (interpolating == true) before updating the character's rotation resulting in an instant rotation. + /// If interpolating == true it will re-enable rigidbody interpolation after teleportation. + /// + + public void TeleportRotation(Quaternion newRotation, bool interpolating = true) + { + if (interpolating) + { + characterMovement.interpolation = RigidbodyInterpolation.None; + } + + characterMovement.SetRotation(newRotation); + + if (interpolating) + { + characterMovement.interpolation = RigidbodyInterpolation.Interpolate; + } + } + + /// + /// The Character's current up vector. + /// + + public virtual Vector3 GetUpVector() + { + return transform.up; + } + + /// + /// The Character's current right vector. + /// + + public virtual Vector3 GetRightVector() + { + return transform.right; + } + + /// + /// The Character's current forward vector. + /// + + public virtual Vector3 GetForwardVector() + { + return transform.forward; + } + + /// + /// Orient the character's towards the given direction (in world space) using rotationRate as the rate of rotation change. + /// If updateYawOnly is true, rotation will affect character's yaw axis only (defined by its up-axis). + /// + + public virtual void RotateTowards(Vector3 worldDirection, float deltaTime, bool updateYawOnly = true) + { + Vector3 characterUp = GetUpVector(); + + if (updateYawOnly) + worldDirection = Vector3.ProjectOnPlane(worldDirection, characterUp); + + if (worldDirection == Vector3.zero) + return; + + Quaternion targetRotation = Quaternion.LookRotation(worldDirection, characterUp); + characterMovement.rotation = Quaternion.RotateTowards(rotation, targetRotation, rotationRate * deltaTime); + } + + /// + /// Append root motion rotation to Character's rotation. + /// + + protected virtual void RotateWithRootMotion() + { + if (useRootMotion && rootMotionController) + characterMovement.rotation = rootMotionController.ConsumeRootMotionRotation() * characterMovement.rotation; + } + + /// + /// The current relative velocity of the Character. + /// The velocity is relative because it won't track movements to the transform that happen outside of this, + /// e.g. character parented under another moving Transform, such as a moving vehicle. + /// + + public Vector3 GetVelocity() + { + return characterMovement.velocity; + } + + /// + /// Sets the character's velocity. + /// + + public void SetVelocity(Vector3 newVelocity) + { + characterMovement.velocity = newVelocity; + } + + /// + /// The Character's current speed. + /// + + public float GetSpeed() + { + return characterMovement.velocity.magnitude; + } + + /// + /// The character's radius + /// + + public float GetRadius() + { + return characterMovement.radius; + } + + /// + /// The character's current height. + /// + + public float GetHeight() + { + return characterMovement.height; + } + + /// + /// The current movement direction (in world space), eg: the movement direction used to move this Character. + /// + + public Vector3 GetMovementDirection() + { + return _movementDirection; + } + + /// + /// Assigns the Character's movement direction (in world space), eg: our desired movement direction vector. + /// + + public void SetMovementDirection(Vector3 movementDirection) + { + _movementDirection = movementDirection; + } + + /// + /// Sets the yaw value. + /// This will reset current pitch and roll values. + /// + + public virtual void SetYaw(float value) + { + characterMovement.rotation = Quaternion.Euler(0.0f, value, 0.0f); + } + + /// + /// Amount to add to Yaw (up axis). + /// + + public virtual void AddYawInput(float value) + { + _rotationInput.y += value; + } + + /// + /// Amount to add to Pitch (right axis). + /// + + public virtual void AddPitchInput(float value) + { + _rotationInput.x += value; + } + + /// + /// Amount to add to Roll (forward axis). + /// + + public virtual void AddRollInput(float value) + { + _rotationInput.z += value; + } + + /// + /// Append input rotation (eg: AddPitchInput, AddYawInput, AddRollInput) to character rotation. + /// + + protected virtual void ConsumeRotationInput() + { + // Apply rotation input (if any) + + if (_rotationInput != Vector3.zero) + { + // Consumes rotation input (e.g. apply and clear it) + + characterMovement.rotation *= Quaternion.Euler(_rotationInput); + + _rotationInput = Vector3.zero; + } + } + + /// + /// The Character's current movement mode. + /// + + public MovementMode GetMovementMode() + { + return _movementMode; + } + + /// + /// Character's User-defined custom movement mode (sub-mode). + /// Only applicable if _movementMode == Custom. + /// + + public int GetCustomMovementMode() + { + return _customMovementMode; + } + + /// + /// Change movement mode. + /// The new custom sub-mode (newCustomMode), is only applicable if newMovementMode == Custom. + /// + /// Trigger OnMovementModeChanged event. + /// + + public void SetMovementMode(MovementMode newMovementMode, int newCustomMode = 0) + { + // Do nothing if nothing is changing + + if (newMovementMode == _movementMode) + { + // Allow changes in custom sub-modes + + if (newMovementMode != MovementMode.Custom || newCustomMode == _customMovementMode) + return; + } + + // Performs movement mode change + + MovementMode prevMovementMode = _movementMode; + int prevCustomMode = _customMovementMode; + + _movementMode = newMovementMode; + _customMovementMode = newCustomMode; + + OnMovementModeChanged(prevMovementMode, prevCustomMode); + } + + /// + /// Called after MovementMode has changed. + /// Does special handling for starting certain modes, eg: enable / disable ground constraint, etc. + /// If overridden, base method MUST be called. + /// + + protected virtual void OnMovementModeChanged(MovementMode prevMovementMode, int prevCustomMode) + { + // Perform additional tasks on mode change + + switch (movementMode) + { + case MovementMode.None: + + // Entering None mode... + + // Disable Character's movement and clear any pending forces + + characterMovement.velocity = Vector3.zero; + characterMovement.ClearAccumulatedForces(); + + break; + + case MovementMode.Walking: + + // Entering Walking mode... + + // Reset jump + + ResetJumpState(); + + // If it was flying or swimming, enable ground constraint + + if (prevMovementMode == MovementMode.Flying || prevMovementMode == MovementMode.Swimming) + characterMovement.constrainToGround = true; + + // Trigger Landed event + + if (prevMovementMode == MovementMode.Falling) + OnLanded(characterMovement.landedVelocity); + + break; + + case MovementMode.Falling: + + // Entering Falling mode... + + // If was flying or swimming, enable ground constraint as it could lands on walkable ground + + if (prevMovementMode == MovementMode.Flying || prevMovementMode == MovementMode.Swimming) + characterMovement.constrainToGround = true; + + break; + + case MovementMode.Flying: + case MovementMode.Swimming: + + // Entering Flying or Swimming mode... + + // Reset jump + + ResetJumpState(); + + // Disable ground constraint + + characterMovement.constrainToGround = false; + + break; + } + + // Left Falling mode, reset falling timer + + if (!IsFalling()) + _fallingTime = 0.0f; + + // Trigger movement mode changed event + + InvokeMovementModeChangedEvent(prevMovementMode, prevCustomMode); + } + + /// + /// Triggers the MovementModeChanged event to notify subscribers of a change in movement mode. + /// This fix allow overriding OnMovementModeChanged method, something not possible before due it calling directly + /// MovementModeChanged?.Invoke(prevMovementMode, prevCustomMode) + /// + + protected void InvokeMovementModeChangedEvent(MovementMode prevMovementMode, int prevCustomMode) + { + MovementModeChanged?.Invoke(prevMovementMode, prevCustomMode); + } + + /// + /// Returns true if the Character is in the Walking movement mode (eg: on walkable ground). + /// + + public virtual bool IsWalking() + { + return _movementMode == MovementMode.Walking; + } + + /// + /// Returns true if currently falling, eg: on air (not flying) or in not walkable ground. + /// + + public virtual bool IsFalling() + { + return _movementMode == MovementMode.Falling; + } + + /// + /// Returns true if currently flying (moving through a non-water volume without resting on the ground). + /// + + public virtual bool IsFlying() + { + return _movementMode == MovementMode.Flying; + } + + /// + /// Returns true if currently swimming (moving through a water volume). + /// + + public virtual bool IsSwimming() + { + return _movementMode == MovementMode.Swimming; + } + + /// + /// The maximum speed for current movement mode (accounting crouching state). + /// + + public virtual float GetMaxSpeed() + { + switch (_movementMode) + { + case MovementMode.Walking: + return IsCrouched() ? maxWalkSpeedCrouched : maxWalkSpeed; + + case MovementMode.Falling: + return maxWalkSpeed; + + case MovementMode.Swimming: + return maxSwimSpeed; + + case MovementMode.Flying: + return maxFlySpeed; + + default: + return 0.0f; + } + } + + /// + /// The ground speed that we should accelerate up to when walking at minimum analog stick tilt. + /// + + public virtual float GetMinAnalogSpeed() + { + switch (_movementMode) + { + case MovementMode.Walking: + case MovementMode.Falling: + return minAnalogWalkSpeed; + + default: + return 0.0f; + } + } + + /// + /// The acceleration for current movement mode. + /// + + public virtual float GetMaxAcceleration() + { + if (IsFalling()) + return maxAcceleration * airControl; + + return maxAcceleration; + } + + /// + /// The braking deceleration for current movement mode. + /// + + public virtual float GetMaxBrakingDeceleration() + { + switch (_movementMode) + { + case MovementMode.Walking: + return brakingDecelerationWalking; + + case MovementMode.Falling: + { + // Falling, + // BUT ON non-walkable ground, bypass braking deceleration to force slide off + + return characterMovement.isOnGround ? 0.0f : brakingDecelerationFalling; + } + + case MovementMode.Swimming: + return brakingDecelerationSwimming; + + case MovementMode.Flying: + return brakingDecelerationFlying; + + default: + return 0.0f; + } + } + + /// + /// Computes the analog input modifier (0.0f to 1.0f) based on current input vector and desired velocity. + /// + + protected virtual float ComputeAnalogInputModifier(Vector3 desiredVelocity) + { + float maxSpeed = GetMaxSpeed(); + + if (desiredVelocity.sqrMagnitude > 0.0f && maxSpeed > 0.00000001f) + { + return Mathf.Clamp01(desiredVelocity.magnitude / maxSpeed); + } + + return 0.0f; + } + + /// + /// Apply friction and braking deceleration to given velocity. + /// Returns modified input velocity. + /// + + public virtual Vector3 ApplyVelocityBraking(Vector3 velocity, float friction, float maxBrakingDeceleration, float deltaTime) + { + const float kMinTickTime = 0.000001f; + if (velocity.isZero() || deltaTime < kMinTickTime) + return velocity; + + bool isZeroFriction = friction == 0.0f; + bool isZeroBraking = maxBrakingDeceleration == 0.0f; + if (isZeroFriction && isZeroBraking) + return velocity; + + // Decelerate to brake to a stop + + Vector3 oldVel = velocity; + Vector3 revAccel = isZeroBraking ? Vector3.zero : -maxBrakingDeceleration * velocity.normalized; + + // Subdivide braking to get reasonably consistent results at lower frame rates + + const float kMaxTimeStep = 1.0f / 33.0f; + + float remainingTime = deltaTime; + while (remainingTime >= kMinTickTime) + { + // Zero friction uses constant deceleration, so no need for iteration + + float dt = remainingTime > kMaxTimeStep && !isZeroFriction + ? Mathf.Min(kMaxTimeStep, remainingTime * 0.5f) + : remainingTime; + + remainingTime -= dt; + + // Apply friction and braking + + velocity += (-friction * velocity + revAccel) * dt; + + // Don't reverse direction + + if (Vector3.Dot(velocity, oldVel) <= 0.0f) + return Vector3.zero; + } + + // Clamp to zero if nearly zero, or if below min threshold and braking + + float sqrSpeed = velocity.sqrMagnitude; + if (sqrSpeed <= 0.00001f || (!isZeroBraking && sqrSpeed <= 0.1f)) + return Vector3.zero; + + return velocity; + } + + /// + /// Calculates a new velocity for the given state, applying the effects of friction or + /// braking friction and acceleration or deceleration. + /// + + public virtual Vector3 CalcVelocity(Vector3 velocity, Vector3 desiredVelocity, float friction, bool isFluid, float deltaTime) + { + const float kMinTickTime = 0.000001f; + if (deltaTime < kMinTickTime) + return velocity; + + // Compute requested move direction + + float desiredSpeed = desiredVelocity.magnitude; + Vector3 desiredMoveDirection = desiredSpeed > 0.0f ? desiredVelocity / desiredSpeed : Vector3.zero; + + // Requested acceleration (factoring analog input) + + float analogInputModifier = ComputeAnalogInputModifier(desiredVelocity); + Vector3 inputAcceleration = GetMaxAcceleration() * analogInputModifier * desiredMoveDirection; + + // Actual max speed (factoring analog input) + + float actualMaxSpeed = Mathf.Max(GetMinAnalogSpeed(), GetMaxSpeed() * analogInputModifier); + + // Apply braking or deceleration + + bool isZeroAcceleration = inputAcceleration.isZero(); + bool isVelocityOverMax = velocity.isExceeding(actualMaxSpeed); + + // Only apply braking if there is no acceleration, or we are over our max speed and need to slow down to it. + + if (isZeroAcceleration || isVelocityOverMax) + { + Vector3 oldVelocity = velocity; + + // Apply friction and braking + + float actualBrakingFriction = useSeparateBrakingFriction ? brakingFriction : friction; + float actualBrakingAcceleration = + useSeparateBrakingDeceleration ? brakingDeceleration : GetMaxBrakingDeceleration(); + + velocity = ApplyVelocityBraking(velocity, actualBrakingFriction, actualBrakingAcceleration, deltaTime); + + // Don't allow braking to lower us below max speed if we started above it. + + if (isVelocityOverMax && velocity.sqrMagnitude < actualMaxSpeed.square() && Vector3.Dot(inputAcceleration, oldVelocity) > 0.0f) + velocity = oldVelocity.normalized * actualMaxSpeed; + } + else + { + // Friction, this affects our ability to change direction + + Vector3 accelDir = inputAcceleration.normalized; + float velMag = velocity.magnitude; + + velocity -= (velocity - accelDir * velMag) * Mathf.Min(friction * deltaTime, 1.0f); + } + + // Apply fluid friction + + if (isFluid) + velocity *= 1.0f - Mathf.Min(friction * deltaTime, 1.0f); + + // Apply input acceleration + + if (!isZeroAcceleration) + { + float newMaxSpeed = velocity.isExceeding(actualMaxSpeed) ? velocity.magnitude : actualMaxSpeed; + + velocity += inputAcceleration * deltaTime; + velocity = velocity.clampedTo(newMaxSpeed); + } + + return velocity; + } + + /// + /// Enforce constraints on input vector given current movement mode. + /// Return constrained input vector. + /// + + public virtual Vector3 ConstrainInputVector(Vector3 inputVector) + { + Vector3 worldUp = -GetGravityDirection(); + + float inputVectorDotWorldUp = Vector3.Dot(inputVector, worldUp); + if (!Mathf.Approximately(inputVectorDotWorldUp, 0.0f) && (IsWalking() || IsFalling())) + inputVector = Vector3.ProjectOnPlane(inputVector, worldUp); + + return characterMovement.ConstrainVectorToPlane(inputVector); + } + + /// + /// Calculate the desired velocity for current movement mode. + /// + + protected virtual void CalcDesiredVelocity(float deltaTime) + { + // Current movement direction + + Vector3 movementDirection = Vector3.ClampMagnitude(GetMovementDirection(), 1.0f); + + // The desired velocity from animation (if using root motion) or from input movement vector + + Vector3 desiredVelocity = useRootMotion && rootMotionController + ? rootMotionController.ConsumeRootMotionVelocity(deltaTime) + : movementDirection * GetMaxSpeed(); + + // Return constrained desired velocity + + _desiredVelocity = ConstrainInputVector(desiredVelocity); + } + + /// + /// Calculated desired velocity for current movement mode. + /// + + public virtual Vector3 GetDesiredVelocity() + { + return _desiredVelocity; + } + + /// + /// Calculates the signed slope angle in degrees for current movement direction. + /// Positive if moving up-slope, negative if moving down-slope or 0 if Character + /// is not on ground or not moving (ie: movementDirection == Vector3.zero). + /// + + public float GetSignedSlopeAngle() + { + Vector3 movementDirection = GetMovementDirection(); + if (movementDirection.isZero() || !IsOnGround()) + return 0.0f; + + Vector3 projMovementDirection = + Vector3.ProjectOnPlane(movementDirection, characterMovement.groundNormal).normalized; + + return Mathf.Asin(Vector3.Dot(projMovementDirection, -GetGravityDirection())) * Mathf.Rad2Deg; + } + + /// + /// Apply a downward force when standing on top of non-kinematic physics objects (if applyStandingDownwardForce == true). + /// The force applied is: mass * gravity * standingDownwardForceScale + /// + + public virtual void ApplyDownwardsForce() + { + Rigidbody groundRigidbody = characterMovement.groundRigidbody; + if (!groundRigidbody || groundRigidbody.isKinematic) + return; + + Vector3 downwardForce = mass * GetGravityVector(); + groundRigidbody.AddForceAtPosition(downwardForce * standingDownwardForceScale, GetPosition()); + } + + /// + /// Update Character's velocity while moving on walkable surfaces. + /// + + protected virtual void WalkingMovementMode(float deltaTime) + { + // If using root motion, use animation velocity + + if (useRootMotion && rootMotionController) + characterMovement.velocity = GetDesiredVelocity(); + else + { + // Calculate new velocity + + characterMovement.velocity = + CalcVelocity(characterMovement.velocity, GetDesiredVelocity(), groundFriction, false, deltaTime); + } + + // Apply downwards force + + if (applyStandingDownwardForce) + ApplyDownwardsForce(); + } + + /// + /// True if the character is currently crouched, false otherwise. + /// + + public virtual bool IsCrouched() + { + return _isCrouched; + } + + /// + /// Request the Character to crouch. + /// The request is processed on the next simulation update. + /// Call this from an input event (such as a button 'down' event). + /// + + public virtual void Crouch() + { + crouchInputPressed = true; + } + + /// + /// Request the Character to stop crouching. + /// The request is processed on the next simulation update. + /// Call this from an input event (such as a button 'up' event). + /// + + public virtual void UnCrouch() + { + crouchInputPressed = false; + } + + /// + /// Determines if the Character is able to crouch in its current state. + /// Defaults to Walking mode only. + /// + + protected virtual bool IsCrouchAllowed() + { + return canEverCrouch && IsWalking(); + } + + /// + /// Determines if the Character is able to un crouch. + /// Eg. Check if there's room to expand capsule, etc. + /// + + protected virtual bool CanUnCrouch() + { + bool overlapped = characterMovement.CheckHeight(_unCrouchedHeight); + return !overlapped; + } + + /// + /// Check crouch input and attempts to perform the requested crouch. + /// + + protected virtual void CheckCrouchInput() + { + if (!_isCrouched && crouchInputPressed && IsCrouchAllowed()) + { + _isCrouched = true; + characterMovement.SetHeight(_crouchedHeight); + + OnCrouched(); + } + else if (_isCrouched && (!crouchInputPressed || !IsCrouchAllowed())) + { + if (!CanUnCrouch()) + return; + + _isCrouched = false; + characterMovement.SetHeight(_unCrouchedHeight); + + OnUnCrouched(); + } + } + + /// + /// Update Character's velocity while falling. + /// Applies gravity and make sure it don't exceed terminal velocity. + /// + + protected virtual void FallingMovementMode(float deltaTime) + { + // Current target velocity + + Vector3 desiredVelocity = GetDesiredVelocity(); + + // World-up defined by gravity direction + + Vector3 worldUp = -GetGravityDirection(); + + // On not walkable ground... + + if (IsOnGround() && !IsOnWalkableGround()) + { + // If moving into the 'wall', limit contribution + + Vector3 groundNormal = characterMovement.groundNormal; + + if (Vector3.Dot(desiredVelocity, groundNormal) < 0.0f) + { + // Allow movement parallel to the wall, but not into it because that may push us up + + Vector3 groundNormal2D = Vector3.ProjectOnPlane(groundNormal, worldUp).normalized; + desiredVelocity = Vector3.ProjectOnPlane(desiredVelocity, groundNormal2D); + } + + // Make velocity calculations planar by projecting the up vector into non-walkable surface + + worldUp = Vector3.ProjectOnPlane(worldUp, groundNormal).normalized; + } + + // Separate velocity into its components + + Vector3 verticalVelocity = Vector3.Project(characterMovement.velocity, worldUp); + Vector3 lateralVelocity = characterMovement.velocity - verticalVelocity; + + // Update lateral velocity + + lateralVelocity = CalcVelocity(lateralVelocity, desiredVelocity, fallingLateralFriction, false, deltaTime); + + // Update vertical velocity + + verticalVelocity += gravity * deltaTime; + + // Don't exceed terminal velocity. + + float actualFallSpeed = maxFallSpeed; + if (physicsVolume) + actualFallSpeed = physicsVolume.maxFallSpeed; + + if (Vector3.Dot(verticalVelocity, worldUp) < -actualFallSpeed) + verticalVelocity = Vector3.ClampMagnitude(verticalVelocity, actualFallSpeed); + + // Apply new velocity + + characterMovement.velocity = lateralVelocity + verticalVelocity; + + // Update falling timer + + _fallingTime += deltaTime; + } + + /// + /// True if the character is jumping, false otherwise. + /// + + public virtual bool IsJumping() + { + return _isJumping; + } + + /// + /// Request the Character to jump. The request is processed on the next simulation update. + /// Call this from an input event (such as a button 'down' event). + /// + + public virtual void Jump() + { + jumpInputPressed = true; + } + + /// + /// Request the Character to end a jump. The request is processed on the next simulation update. + /// Call this from an input event (such as a button 'down' event). + /// + + public virtual void StopJumping() + { + jumpInputPressed = false; + jumpInputHoldTime = 0.0f; + + ResetJumpState(); + } + + /// + /// Reset jump related vars. + /// + + protected virtual void ResetJumpState() + { + if (!IsFalling()) + jumpCurrentCount = 0; + + jumpForceTimeRemaining = 0.0f; + + _isJumping = false; + } + + /// + /// True if jump is actively providing a force, such as when the jump input is held + /// and the time it has been held is less than jumpMaxHoldTime. + /// + + public virtual bool IsJumpProvidingForce() + { + return jumpForceTimeRemaining > 0.0f; + } + + /// + /// Compute the max jump height based on the jumpImpulse velocity and gravity. + /// This does not take into account the jumpMaxHoldTime. + /// + + public virtual float GetMaxJumpHeight() + { + float gravityMagnitude = GetGravityMagnitude(); + if (gravityMagnitude > 0.0001f) + { + return jumpImpulse * jumpImpulse / (2.0f * gravityMagnitude); + } + + return 0.0f; + } + + /// + /// Compute the max jump height based on the jumpImpulse velocity and gravity. + /// This does take into account the jumpMaxHoldTime. + /// + + public virtual float GetMaxJumpHeightWithJumpTime() + { + float maxJumpHeight = GetMaxJumpHeight(); + return maxJumpHeight + jumpImpulse * jumpMaxHoldTime; + } + + /// + /// Determines if the Character is able to jump in its current state. + /// + + protected virtual bool IsJumpAllowed() + { + if (!canJumpWhileCrouching && IsCrouched()) + return false; + + return canEverJump && (IsWalking() || IsFalling()); + } + + /// + /// Determines if the Character is able to perform the requested jump. + /// + + protected virtual bool CanJump() + { + // Ensure that the Character state is valid + + bool isJumpAllowed = IsJumpAllowed(); + if (isJumpAllowed) + { + // Ensure jumpCurrentCount and jumpInputHoldTime are valid + + if (!_isJumping || jumpMaxHoldTime <= 0.0f) + { + if (jumpCurrentCount == 0) + { + // On first jump, jumpInputHoldTime MUST be within jumpMaxPreGroundedTime grace period + + isJumpAllowed = jumpInputHoldTime <= jumpMaxPreGroundedTime; + + // If is a valid jump, reset jumpInputHoldTime, + // otherwise jump hold will be inaccurate due jumpInputHoldTime not starting at zero + + if (isJumpAllowed) + jumpInputHoldTime = 0.0f; + } + else + { + // Consecutive jump, must be enough jumps and a new press (ie: jumpInputHoldTime == 0.0f) + + isJumpAllowed = jumpCurrentCount < jumpMaxCount && jumpInputHoldTime == 0.0f; + } + } + else + { + // Only consider JumpInputHoldTime as long as: + // A) The jump limit hasn't been met OR + // B) The jump limit has been met AND we were already jumping + + bool jumpInputHeld = jumpInputPressed && jumpInputHoldTime < jumpMaxHoldTime; + + isJumpAllowed = jumpInputHeld && (jumpCurrentCount < jumpMaxCount || (_isJumping && jumpCurrentCount == jumpMaxCount)); + } + } + + return isJumpAllowed; + } + + /// + /// Perform the jump applying jumpImpulse. + /// This can be called multiple times in case jump is providing force (ie: variable height jump). + /// + + protected virtual bool DoJump() + { + // World up, determined by gravity direction + + Vector3 worldUp = -GetGravityDirection(); + + // Don't jump if we can't move up/down. + + if (characterMovement.isConstrainedToPlane && + Mathf.Approximately(Vector3.Dot(characterMovement.GetPlaneConstraintNormal(), worldUp), 1.0f)) + { + return false; + } + + // Apply jump impulse along world up defined by gravity direction + + float verticalSpeed = Mathf.Max(Vector3.Dot(characterMovement.velocity, worldUp), jumpImpulse); + + characterMovement.velocity = + Vector3.ProjectOnPlane(characterMovement.velocity, worldUp) + worldUp * verticalSpeed; + + return true; + } + + /// + /// Check jump input and attempts to perform the requested jump. + /// + + protected virtual void CheckJumpInput() + { + if (!jumpInputPressed) + return; + + // If this is the first jump and we're already falling, then increment the JumpCount to compensate, + // ONLY if missed post grounded time tolerance + + if (jumpCurrentCount == 0 && IsFalling() && fallingTime > jumpMaxPostGroundedTime) + jumpCurrentCount++; + + bool didJump = CanJump() && DoJump(); + if (didJump) + { + // Transition from not (actively) jumping to jumping + + if (!_isJumping) + { + jumpCurrentCount++; + jumpForceTimeRemaining = jumpMaxHoldTime; + + characterMovement.PauseGroundConstraint(); + SetMovementMode(MovementMode.Falling); + + OnJumped(); + } + } + + _isJumping = didJump; + } + + /// + /// Update jump related timers + /// + + protected virtual void UpdateJumpTimers(float deltaTime) + { + if (jumpInputPressed) + jumpInputHoldTime += deltaTime; + + if (jumpForceTimeRemaining > 0.0f) + { + jumpForceTimeRemaining -= deltaTime; + if (jumpForceTimeRemaining <= 0.0f) + ResetJumpState(); + } + } + + /// + /// If notifyJumpApex is true, track vertical velocity change to trigger ReachedJumpApex event. + /// + + protected virtual void NotifyJumpApex() + { + if (!notifyJumpApex) + return; + + float verticalSpeed = Vector3.Dot(GetVelocity(), -GetGravityDirection()); + if (verticalSpeed >= 0.0f) + return; + + notifyJumpApex = false; + OnReachedJumpApex(); + } + + /// + /// Determines the Character's movement when 'flying'. Affected by the current physics volume's friction (if any). + /// Ground-Unconstrained movement with full desiredVelocity (lateral AND vertical) and gravity-less. + /// + + protected virtual void FlyingMovementMode(float deltaTime) + { + if (useRootMotion && rootMotionController) + characterMovement.velocity = GetDesiredVelocity(); + else + { + float actualFriction = IsInWaterPhysicsVolume() ? physicsVolume.friction : flyingFriction; + + characterMovement.velocity + = CalcVelocity(characterMovement.velocity, GetDesiredVelocity(), actualFriction, true, deltaTime); + } + } + + /// + /// How deep in water the character is immersed. + /// Returns a float in range 0.0 = not in water, 1.0 = fully immersed. + /// + + public virtual float CalcImmersionDepth() + { + float depth = 0.0f; + + if (IsInWaterPhysicsVolume()) + { + float height = characterMovement.height; + if (height == 0.0f || buoyancy == 0.0f) + depth = 1.0f; + else + { + Vector3 worldUp = -GetGravityDirection(); + + Vector3 rayOrigin = GetPosition() + worldUp * height; + Vector3 rayDirection = -worldUp; + + BoxCollider waterVolumeCollider = physicsVolume.boxCollider; + depth = !waterVolumeCollider.Raycast(new Ray(rayOrigin, rayDirection), out RaycastHit hitInfo, height) + ? 1.0f + : 1.0f - Mathf.InverseLerp(0.0f, height, hitInfo.distance); + } + } + + return depth; + } + + /// + /// Determines the Character's movement when Swimming through a fluid volume, under the effects of gravity and buoyancy. + /// Ground-Unconstrained movement with full desiredVelocity (lateral AND vertical) applies gravity but scaled by (1.0f - buoyancy). + /// + + protected virtual void SwimmingMovementMode(float deltaTime) + { + // Compute actual buoyancy factoring current immersion depth + + float depth = CalcImmersionDepth(); + float actualBuoyancy = buoyancy * depth; + + // Calculate new velocity + + Vector3 desiredVelocity = GetDesiredVelocity(); + Vector3 newVelocity = characterMovement.velocity; + + Vector3 worldUp = -GetGravityDirection(); + float verticalSpeed = Vector3.Dot(newVelocity, worldUp); + + if (verticalSpeed > maxSwimSpeed * 0.33f && actualBuoyancy > 0.0f) + { + // Damp positive vertical speed (out of water) + + verticalSpeed = Mathf.Max(maxSwimSpeed * 0.33f, verticalSpeed * depth * depth); + newVelocity = Vector3.ProjectOnPlane(newVelocity, worldUp) + worldUp * verticalSpeed; + } + else if (depth < 0.65f) + { + // Damp positive vertical desired speed + + float verticalDesiredSpeed = Vector3.Dot(desiredVelocity, worldUp); + + desiredVelocity = + Vector3.ProjectOnPlane(desiredVelocity, worldUp) + worldUp * Mathf.Min(0.1f, verticalDesiredSpeed); + } + + // Using root motion... + + if (useRootMotion && rootMotionController) + { + // Preserve current vertical velocity as we want to keep the effect of gravity + + Vector3 verticalVelocity = Vector3.Project(newVelocity, worldUp); + + // Updates new velocity + + newVelocity = Vector3.ProjectOnPlane(desiredVelocity, worldUp) + verticalVelocity; + } + else + { + // Actual friction + + float actualFriction = IsInWaterPhysicsVolume() + ? physicsVolume.friction * depth + : swimmingFriction * depth; + + newVelocity = CalcVelocity(newVelocity, desiredVelocity, actualFriction, true, deltaTime); + } + + // If swimming freely, apply gravity acceleration scaled by (1.0f - actualBuoyancy) + + newVelocity += gravity * ((1.0f - actualBuoyancy) * deltaTime); + + // Update velocity + + characterMovement.velocity = newVelocity; + } + + /// + /// User-defined custom movement mode, including many possible sub-modes. + /// Called if MovementMode is set to Custom. + /// + + protected virtual void CustomMovementMode(float deltaTime) + { + // Trigger CustomMovementModeUpdate event + + OnCustomMovementMode(deltaTime); + } + + /// + /// Returns the Character's current rotation mode. + /// + + public RotationMode GetRotationMode() + { + return _rotationMode; + } + + /// + /// Sets the Character's current rotation mode: + /// -None: Disable rotation. + /// -OrientRotationToMovement: Rotate the Character toward the direction of acceleration, using rotationRate as the rate of rotation change. + /// -OrientRotationToViewDirection: Smoothly rotate the Character toward camera's view direction, using rotationRate as the rate of rotation change. + /// -OrientWithRootMotion: Let root motion handle Character rotation. + /// -Custom: User-defined custom rotation mode. + /// + + public void SetRotationMode(RotationMode rotationMode) + { + _rotationMode = rotationMode; + } + + /// + /// Updates the Character's rotation based on its current RotationMode. + /// + + protected virtual void UpdateRotation(float deltaTime) + { + if (_rotationMode == RotationMode.None) + { + // Do nothing + } + else if (_rotationMode == RotationMode.OrientRotationToMovement) + { + // Determines if rotation should modify character's yaw only + + bool shouldRemainVertical = IsWalking() || IsFalling(); + + // Smoothly rotate the Character toward the movement direction, using rotationRate as the rate of rotation change + + RotateTowards(_movementDirection, deltaTime, shouldRemainVertical); + } + else if (_rotationMode == RotationMode.OrientRotationToViewDirection && camera != null) + { + // Determines if rotation should modify character's yaw only + + bool shouldRemainVertical = IsWalking() || IsFalling(); + + // Smoothly rotate the Character toward camera's view direction, using rotationRate as the rate of rotation change + + RotateTowards(cameraTransform.forward, deltaTime, shouldRemainVertical); + } + else if (_rotationMode == RotationMode.OrientWithRootMotion) + { + // Let root motion handle Character rotation + + RotateWithRootMotion(); + } + else if (_rotationMode == RotationMode.Custom) + { + CustomRotationMode(deltaTime); + } + } + + /// + /// User-defined custom rotation mode. + /// Called if RotationMode is set to Custom. + /// + + protected virtual void CustomRotationMode(float deltaTime) + { + // Trigger CustomRotationModeUpdated event + + OnCustomRotationMode(deltaTime); + } + + private void BeforeSimulationUpdate(float deltaTime) + { + // Toggle walking / falling mode based on CharacterMovement ground status + + if (IsWalking() && !IsGrounded()) + SetMovementMode(MovementMode.Falling); + + if (IsFalling() && IsGrounded()) + SetMovementMode(MovementMode.Walking); + + // Update active physics volume + + UpdatePhysicsVolumes(); + + // Handle crouch / un-crouch + + CheckCrouchInput(); + + // Handle jump + + CheckJumpInput(); + UpdateJumpTimers(deltaTime); + + // Trigger BeforeSimulationUpdated event + + OnBeforeSimulationUpdate(deltaTime); + } + + private void SimulationUpdate(float deltaTime) + { + // Calculate desired velocity for current movement mode + + CalcDesiredVelocity(deltaTime); + + // Update current movement mode + + switch (_movementMode) + { + case MovementMode.None: + break; + + case MovementMode.Walking: + WalkingMovementMode(deltaTime); + break; + + case MovementMode.Falling: + FallingMovementMode(deltaTime); + break; + + case MovementMode.Flying: + FlyingMovementMode(deltaTime); + break; + + case MovementMode.Swimming: + SwimmingMovementMode(deltaTime); + break; + + case MovementMode.Custom: + CustomMovementMode(deltaTime); + break; + } + + // Update rotation + + UpdateRotation(deltaTime); + + // Append input rotation (eg: AddYawInput, etc) + + ConsumeRotationInput(); + } + + private void AfterSimulationUpdate(float deltaTime) + { + // If requested, check apex reached and trigger corresponding event + + NotifyJumpApex(); + + // Trigger AfterSimulationUpdated event + + OnAfterSimulationUpdate(deltaTime); + } + + private void CharacterMovementUpdate(float deltaTime) + { + // Perform movement + + characterMovement.Move(deltaTime); + + // Trigger CharacterMovementUpdated event + + OnCharacterMovementUpdated(deltaTime); + + // If not using root motion, flush root motion accumulated deltas. + // This prevents accumulation while character is toggling root motion. + + if (!useRootMotion && rootMotionController) + rootMotionController.FlushAccumulatedDeltas(); + } + + /// + /// Perform this character simulation, ie: update velocity, position, rotation, etc. + /// Automatically called when enableAutoSimulation is true. + /// + + public void Simulate(float deltaTime) + { + if (isPaused) + return; + + BeforeSimulationUpdate(deltaTime); + SimulationUpdate(deltaTime); + AfterSimulationUpdate(deltaTime); + CharacterMovementUpdate(deltaTime); + } + + /// + /// If enableAutoSimulation is true, perform this character simulation. + /// + + private void OnLateFixedUpdate() + { + // Simulate this character + + Simulate(Time.deltaTime); + } + + /// + /// Is the Character currently paused? + /// + + public bool IsPaused() + { + return isPaused; + } + + /// + /// Pause / Resume Character. + /// When paused, a character prevents any interaction (no movement, no rotation, no collisions, etc.) + /// If clearState is true, will clear any pending movement, forces and rotations. + /// + + public void Pause(bool pause, bool clearState = true) + { + isPaused = pause; + characterMovement.collider.enabled = !isPaused; + + if (clearState) + { + _movementDirection = Vector3.zero; + _rotationInput = Vector3.zero; + + characterMovement.velocity = Vector3.zero; + characterMovement.ClearAccumulatedForces(); + } + } + + #endregion + + #region MONOBEHAVIOUR + + /// + /// If overriden, base method MUST be called. + /// + + protected virtual void Reset() + { + _rotationMode = RotationMode.OrientRotationToMovement; + _rotationRate = 540.0f; + + _startingMovementMode = MovementMode.Walking; + + _maxWalkSpeed = 5.0f; + _minAnalogWalkSpeed = 0.0f; + _maxAcceleration = 20.0f; + _brakingDecelerationWalking = 20.0f; + _groundFriction = 8.0f; + + _canEverCrouch = true; + _crouchedHeight = 1.25f; + _unCrouchedHeight = 2.0f; + _maxWalkSpeedCrouched = 3.0f; + + _maxFallSpeed = 40.0f; + _brakingDecelerationFalling = 0.0f; + _fallingLateralFriction = 0.3f; + _airControl = 0.3f; + + _canEverJump = true; + _canJumpWhileCrouching = true; + _jumpMaxCount = 1; + _jumpImpulse = 5.0f; + _jumpMaxHoldTime = 0.0f; + _jumpMaxPreGroundedTime = 0.0f; + _jumpMaxPostGroundedTime = 0.0f; + + _maxFlySpeed = 10.0f; + _brakingDecelerationFlying = 0.0f; + _flyingFriction = 1.0f; + + _maxSwimSpeed = 3.0f; + _brakingDecelerationSwimming = 0.0f; + _swimmingFriction = 0.0f; + _buoyancy = 1.0f; + + _gravity = new Vector3(0.0f, -9.81f, 0.0f); + _gravityScale = 1.0f; + + _useRootMotion = false; + + _impartPlatformVelocity = false; + _impartPlatformMovement = false; + _impartPlatformRotation = false; + + _enablePhysicsInteraction = false; + _applyPushForceToCharacters = false; + _applyStandingDownwardForce = false; + + _mass = 1.0f; + _pushForceScale = 1.0f; + _standingDownwardForceScale = 1.0f; + } + + /// + /// If overriden, base method MUST be called. + /// + + protected virtual void OnValidate() + { + rotationRate = _rotationRate; + + maxWalkSpeed = _maxWalkSpeed; + minAnalogWalkSpeed = _minAnalogWalkSpeed; + maxAcceleration = _maxAcceleration; + brakingDecelerationWalking = _brakingDecelerationWalking; + groundFriction = _groundFriction; + + crouchedHeight = _crouchedHeight; + unCrouchedHeight = _unCrouchedHeight; + maxWalkSpeedCrouched = _maxWalkSpeedCrouched; + + maxFallSpeed = _maxFallSpeed; + brakingDecelerationFalling = _brakingDecelerationFalling; + fallingLateralFriction = _fallingLateralFriction; + airControl = _airControl; + + jumpMaxCount = _jumpMaxCount; + jumpImpulse = _jumpImpulse; + jumpMaxHoldTime = _jumpMaxHoldTime; + jumpMaxPreGroundedTime = _jumpMaxPreGroundedTime; + jumpMaxPostGroundedTime = _jumpMaxPostGroundedTime; + + maxFlySpeed = _maxFlySpeed; + brakingDecelerationFlying = _brakingDecelerationFlying; + flyingFriction = _flyingFriction; + + maxSwimSpeed = _maxSwimSpeed; + brakingDecelerationSwimming = _brakingDecelerationSwimming; + swimmingFriction = _swimmingFriction; + buoyancy = _buoyancy; + + gravityScale = _gravityScale; + + useRootMotion = _useRootMotion; + + if (_characterMovement == null) + _characterMovement = GetComponent(); + + impartPlatformVelocity = _impartPlatformVelocity; + impartPlatformMovement = _impartPlatformMovement; + impartPlatformRotation = _impartPlatformRotation; + + enablePhysicsInteraction = _enablePhysicsInteraction; + applyPushForceToCharacters = _applyPushForceToCharacters; + applyPushForceToCharacters = _applyPushForceToCharacters; + + mass = _mass; + pushForceScale = _pushForceScale; + standingDownwardForceScale = _standingDownwardForceScale; + } + + /// + /// If overriden, base method MUST be called. + /// + + protected virtual void Awake() + { + // Cache components + + CacheComponents(); + + // Set starting movement mode + + SetMovementMode(_startingMovementMode); + } + + /// + /// If overriden, base method MUST be called. + /// + + protected virtual void OnEnable() + { + // Subscribe to CharacterMovement events + + characterMovement.Collided += OnCollided; + characterMovement.FoundGround += OnFoundGround; + + // If enabled, start LateFixedUpdate coroutine to perform auto simulation + + if (_enableAutoSimulation) + EnableAutoSimulationCoroutine(true); + } + + /// + /// If overriden, base method MUST be called. + /// + + protected virtual void OnDisable() + { + // Unsubscribe from CharacterMovement events + + characterMovement.Collided -= OnCollided; + characterMovement.FoundGround -= OnFoundGround; + + // If enabled, stops LateFixedUpdate coroutine to disable auto simulation + + if (_enableAutoSimulation) + EnableAutoSimulationCoroutine(false); + } + + /// + /// If overriden, base method MUST be called. + /// + + protected virtual void Start() + { + // Force a ground check to update CM ground state, + // Otherwise character will change to falling, due characterMovement updating its ground state until next Move call. + + if (_startingMovementMode == MovementMode.Walking) + { + characterMovement.SetPosition(transform.position, true); + } + } + + /// + /// If overriden, base method MUST be called. + /// + + protected virtual void OnTriggerEnter(Collider other) + { + AddPhysicsVolume(other); + } + + /// + /// If overriden, base method MUST be called. + /// + + protected virtual void OnTriggerExit(Collider other) + { + RemovePhysicsVolume(other); + } + + /// + /// If enableAutoSimulation is true, this coroutine is used to perform character simulation. + /// + + private IEnumerator LateFixedUpdate() + { + WaitForFixedUpdate waitTime = new WaitForFixedUpdate(); + + while (true) + { + yield return waitTime; + + OnLateFixedUpdate(); + } + } + + #endregion + } +} \ No newline at end of file diff --git a/Assets/ECM2/Source/Characters/Character.cs.meta b/Assets/ECM2/Source/Characters/Character.cs.meta new file mode 100644 index 000000000..b23994c58 --- /dev/null +++ b/Assets/ECM2/Source/Characters/Character.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f4cf32970eac4c9498a96ba8d86aad38 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ECM2/Source/Common.meta b/Assets/ECM2/Source/Common.meta new file mode 100644 index 000000000..3c88ad4ab --- /dev/null +++ b/Assets/ECM2/Source/Common.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b5de5e9cf3765bc478e60446e12f8604 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ECM2/Source/Common/Extensions.cs b/Assets/ECM2/Source/Common/Extensions.cs new file mode 100644 index 000000000..a64dce4cf --- /dev/null +++ b/Assets/ECM2/Source/Common/Extensions.cs @@ -0,0 +1,263 @@ +using UnityEngine; + +namespace ECM2 +{ + public static class Extensions + { + /// + /// Return the square of the given value. + /// + + public static int square(this int value) + { + return value * value; + } + + /// + /// Return the square of the given value. + /// + + public static float square(this float value) + { + return value * value; + } + + /// + /// Checks whether value is near to zero within a tolerance. + /// + + public static bool isZero(this float value) + { + const float kTolerance = 0.0000000001f; + + return Mathf.Abs(value) < kTolerance; + } + + /// + /// Returns a copy of given vector with only X component of the vector. + /// + + public static Vector3 onlyX(this Vector3 vector3) + { + vector3.y = 0.0f; + vector3.z = 0.0f; + + return vector3; + } + + /// + /// Returns a copy of given vector with only Y component of the vector. + /// + + public static Vector3 onlyY(this Vector3 vector3) + { + vector3.x = 0.0f; + vector3.z = 0.0f; + + return vector3; + } + + /// + /// Returns a copy of given vector with only Z component of the vector. + /// + + public static Vector3 onlyZ(this Vector3 vector3) + { + vector3.x = 0.0f; + vector3.y = 0.0f; + + return vector3; + } + + /// + /// Returns a copy of given vector with only X and Y components of the vector. + /// + + public static Vector3 onlyXY(this Vector3 vector3) + { + vector3.z = 0.0f; + + return vector3; + } + + /// + /// Returns a copy of given vector with only X and Z components of the vector. + /// + + public static Vector3 onlyXZ(this Vector3 vector3) + { + vector3.y = 0.0f; + + return vector3; + } + + /// + /// Checks whether vector is near to zero within a tolerance. + /// + + public static bool isZero(this Vector2 vector2) + { + return vector2.sqrMagnitude < 9.99999943962493E-11; + } + + /// + /// Checks whether vector is near to zero within a tolerance. + /// + + public static bool isZero(this Vector3 vector3) + { + return vector3.sqrMagnitude < 9.99999943962493E-11; + } + + /// + /// Checks whether vector is exceeding the magnitude within a small error tolerance. + /// + + public static bool isExceeding(this Vector3 vector3, float magnitude) + { + // Allow 1% error tolerance, to account for numeric imprecision. + + const float kErrorTolerance = 1.01f; + + return vector3.sqrMagnitude > magnitude * magnitude * kErrorTolerance; + } + + /// + /// Returns a copy of given vector with a magnitude of 1, + /// and outs its magnitude before normalization. + /// + /// If the vector is too small to be normalized a zero vector will be returned. + /// + + public static Vector3 normalized(this Vector3 vector3, out float magnitude) + { + magnitude = vector3.magnitude; + if (magnitude > 9.99999974737875E-06) + return vector3 / magnitude; + + magnitude = 0.0f; + + return Vector3.zero; + } + + /// + /// Dot product of two vectors. + /// + + public static float dot(this Vector3 vector3, Vector3 otherVector3) + { + return Vector3.Dot(vector3, otherVector3); + } + + /// + /// Returns a copy of given vector projected onto normal vector. + /// + + public static Vector3 projectedOn(this Vector3 thisVector, Vector3 normal) + { + return Vector3.Project(thisVector, normal); + } + + /// + /// Returns a copy of given vector projected onto a plane defined by a normal orthogonal to the plane. + /// + + public static Vector3 projectedOnPlane(this Vector3 thisVector, Vector3 planeNormal) + { + return Vector3.ProjectOnPlane(thisVector, planeNormal); + } + + /// + /// Returns a copy of given vector with its magnitude clamped to maxLength. + /// + + public static Vector3 clampedTo(this Vector3 vector3, float maxLength) + { + return Vector3.ClampMagnitude(vector3, maxLength); + } + + /// + /// Returns a copy of given vector perpendicular to other vector. + /// + + public static Vector3 perpendicularTo(this Vector3 thisVector, Vector3 otherVector) + { + return Vector3.Cross(thisVector, otherVector).normalized; + } + + /// + /// Returns a copy of given vector adjusted to be tangent to a specified surface normal relatively to given up axis. + /// + + public static Vector3 tangentTo(this Vector3 thisVector, Vector3 normal, Vector3 up) + { + Vector3 r = thisVector.perpendicularTo(up); + Vector3 t = normal.perpendicularTo(r); + + return t * thisVector.magnitude; + } + + /// + /// Transforms a vector to be relative to given transform. + /// If isPlanar == true, the transform will be applied on the plane defined by world up axis. + /// + + public static Vector3 relativeTo(this Vector3 vector3, Transform relativeToThis, bool isPlanar = true) + { + Vector3 forward = relativeToThis.forward; + + if (isPlanar) + { + Vector3 upAxis = Vector3.up; + forward = forward.projectedOnPlane(upAxis); + + if (forward.isZero()) + forward = Vector3.ProjectOnPlane(relativeToThis.up, upAxis); + } + + Quaternion q = Quaternion.LookRotation(forward); + + return q * vector3; + } + + /// + /// Transforms a vector to be relative to given transform. + /// If isPlanar == true, the transform will be applied on the plane defined by upAxis. + /// + + public static Vector3 relativeTo(this Vector3 vector3, Transform relativeToThis, Vector3 upAxis, bool isPlanar = true) + { + Vector3 forward = relativeToThis.forward; + + if (isPlanar) + { + forward = Vector3.ProjectOnPlane(forward, upAxis); + + if (forward.isZero()) + forward = Vector3.ProjectOnPlane(relativeToThis.up, upAxis); + } + + Quaternion q = Quaternion.LookRotation(forward, upAxis); + + return q * vector3; + } + + /// + /// Clamps the given quaternion pitch rotation between the given minPitchAngle and maxPitchAngle. + /// + + public static Quaternion clampPitch(this Quaternion quaternion, float minPitchAngle, float maxPitchAngle) + { + quaternion.x /= quaternion.w; + quaternion.y /= quaternion.w; + quaternion.z /= quaternion.w; + quaternion.w = 1.0f; + + float pitch = Mathf.Clamp(2.0f * Mathf.Rad2Deg * Mathf.Atan(quaternion.x), minPitchAngle, maxPitchAngle); + + quaternion.x = Mathf.Tan(pitch * 0.5f * Mathf.Deg2Rad); + + return quaternion; + } + } +} \ No newline at end of file diff --git a/Assets/ECM2/Source/Common/Extensions.cs.meta b/Assets/ECM2/Source/Common/Extensions.cs.meta new file mode 100644 index 000000000..3693204a6 --- /dev/null +++ b/Assets/ECM2/Source/Common/Extensions.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 32f22b14e3a428e47a9449588ec9d78b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ECM2/Source/Common/MathLib.cs b/Assets/ECM2/Source/Common/MathLib.cs new file mode 100644 index 000000000..790770a92 --- /dev/null +++ b/Assets/ECM2/Source/Common/MathLib.cs @@ -0,0 +1,174 @@ +using UnityEngine; + +namespace ECM2 +{ + public static class MathLib + { + /// + /// Returns Value mapped from one range into another. + /// + + public static float Remap(float inA, float inB, float outA, float outB, float value) + { + float t = Mathf.InverseLerp(inA, inB, value); + + return Mathf.Lerp(outA, outB, t); + } + + /// + /// Return the square of the given value. + /// + + public static float Square(float value) + { + return value * value; + } + + /// + /// Returns the direction adjusted to be tangent to a specified surface normal relatively to given up axis. + /// + + public static Vector3 GetTangent(Vector3 direction, Vector3 normal, Vector3 up) + { + Vector3 right = direction.perpendicularTo(up); + + return normal.perpendicularTo(right); + } + + /// + /// Projects a given point onto the plane defined by plane origin and plane normal. + /// + + public static Vector3 ProjectPointOnPlane(Vector3 point, Vector3 planeOrigin, Vector3 planeNormal) + { + Vector3 toPoint = point - planeOrigin; + Vector3 toPointProjected = Vector3.Project(toPoint, planeNormal); + + return point - toPointProjected; + } + + /// + /// Clamps given angle within min - max range. + /// + + public static float ClampAngle(float a, float min, float max) + { + while (max < min) + max += 360.0f; + + while (a > max) + a -= 360.0f; + + while (a < min) + a += 360.0f; + + return a > max ? a - (max + min) * 0.5f < 180.0f ? max : min : a; + } + + /// + /// Returns Angle in the range (0, 360) + /// + + public static float ClampAngle(float angle) + { + // returns angle in the range (-360, 360) + + angle = angle % 360.0f; + + if (angle < 0.0f) + { + // shift to (0, 360) range + + angle += 360.0f; + } + + return angle; + } + + /// + /// Return angle in range -180 to 180 + /// + + public static float NormalizeAngle(float angle) + { + // returns angle in the range (0, 360) + + angle = ClampAngle(angle); + + if (angle > 180.0f) + { + // shift to (-180,180) + + angle -= 360.0f; + } + + return angle; + } + + /// + /// Clamps the given angle into 0 - 360 degrees range. + /// + + private static float Clamp0360(float eulerAngles) + { + float result = eulerAngles - Mathf.CeilToInt(eulerAngles / 360f) * 360f; + if (result < 0) result += 360f; + + return result; + } + + /// + /// Returns a new rotation angle (interpolated) clamped in the range (0.0f , 360.0f) + /// + + public static float FixedTurn(float current, float target, float maxDegreesDelta) + { + if (maxDegreesDelta == 0.0f) + return Clamp0360(current); + + if (maxDegreesDelta >= 360.0f) + return Clamp0360(target); + + float result = Clamp0360(current); + current = result; + target = Clamp0360(target); + + if (current > target) + { + if (current - target < 180.0f) + result -= Mathf.Min(current - target, Mathf.Abs(maxDegreesDelta)); + else + result += Mathf.Min(target + 360.0f - current, Mathf.Abs(maxDegreesDelta)); + } + else + { + if (target - current < 180.0f) + result += Mathf.Min(target - current, Mathf.Abs(maxDegreesDelta)); + else + result -= Mathf.Min(current + 360.0f - target, Mathf.Abs(maxDegreesDelta)); + } + + return Clamp0360(result); + } + + /// + /// Frame Rate Independent Damping. + /// Source: https://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/ + /// + + public static float Damp(float a, float b, float lambda, float dt) + { + return Mathf.Lerp(a, b, 1.0f - Mathf.Exp(-lambda * dt)); + } + + /// + /// Frame Rate Independent Damping. + /// Source: https://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/ + /// + + public static Vector3 Damp(Vector3 a, Vector3 b, float lambda, float dt) + { + return Vector3.Lerp(a, b, 1.0f - Mathf.Exp(-lambda * dt)); + } + } +} \ No newline at end of file diff --git a/Assets/ECM2/Source/Common/MathLib.cs.meta b/Assets/ECM2/Source/Common/MathLib.cs.meta new file mode 100644 index 000000000..e2542a45b --- /dev/null +++ b/Assets/ECM2/Source/Common/MathLib.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ff183616129658748b90dd05d0186c8d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ECM2/Source/Components.meta b/Assets/ECM2/Source/Components.meta new file mode 100644 index 000000000..558fc7e44 --- /dev/null +++ b/Assets/ECM2/Source/Components.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a2eecdf9af0466e479f87cb2d561ce94 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ECM2/Source/Components/CharacterMovement.cs b/Assets/ECM2/Source/Components/CharacterMovement.cs new file mode 100644 index 000000000..d4c67a12c --- /dev/null +++ b/Assets/ECM2/Source/Components/CharacterMovement.cs @@ -0,0 +1,4902 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace ECM2 +{ + #region ENUMS + + /// + /// The axis that constraints movement. + /// + + public enum PlaneConstraint + { + None, + ConstrainXAxis, + ConstrainYAxis, + ConstrainZAxis, + Custom + } + + /// + /// The hit location WRT Character's capsule, eg: Sides, Above, Below. + /// + + public enum HitLocation + { + None = 0, + Sides = 1, + Above = 2, + Below = 4, + } + + /// + /// The character collision behaviour. + /// + + [Flags] + public enum CollisionBehaviour + { + Default = 0, + + /// + /// Determines if the character can walk on the other collider. + /// + + Walkable = 1 << 0, + NotWalkable = 1 << 1, + + /// + /// Determines if the character can perch on the other collider. + /// + + CanPerchOn = 1 << 2, + CanNotPerchOn = 1 << 3, + + /// + /// Defines if the character can step up onto the other collider. + /// + + CanStepOn = 1 << 4, + CanNotStepOn = 1 << 5, + + /// + /// Defines if the character can effectively travel with the object it is standing on. + /// + + CanRideOn = 1 << 6, + CanNotRideOn = 1 << 7 + } + + #endregion + + #region STRUCTS + + /// + /// Holds information about found ground (if any). + /// + + public struct FindGroundResult + { + /// + /// Did we hit ground ? Eg. impacted capsule's bottom sphere. + /// + + public bool hitGround; + + /// + /// Is the found ground walkable ? + /// + + public bool isWalkable; + + /// + /// Is walkable ground ? (eg: hitGround == true && isWalkable == true). + /// + + public bool isWalkableGround => hitGround && isWalkable; + + /// + /// The Character's position, in case of a raycast result this equals to point. + /// + + public Vector3 position; + + /// + /// The impact point in world space. + /// + + public Vector3 point => hitResult.point; + + /// + /// The normal of the hit surface. + /// + + public Vector3 normal => hitResult.normal; + + /// + /// Normal of the hit in world space, for the object that was hit by the sweep, if any. + /// For example if a capsule hits a flat plane, this is a normalized vector pointing out from the plane. + /// In the case of impact with a corner or edge of a surface, usually the "most opposing" normal (opposed to the query direction) is chosen. + /// + + public Vector3 surfaceNormal; + + /// + /// The collider of the hit object. + /// + + public Collider collider; + + /// + /// The Rigidbody of the collider that was hit. If the collider is not attached to a rigidbody then it is null. + /// + + public Rigidbody rigidbody => collider ? collider.attachedRigidbody : null; + + /// + /// The Transform of the rigidbody or collider that was hit. + /// + + public Transform transform + { + get + { + if (collider == null) + return null; + + Rigidbody attachedRigidbody = collider.attachedRigidbody; + return attachedRigidbody ? attachedRigidbody.transform : collider.transform; + } + } + + /// + /// The distance to the ground, computed from the swept capsule. + /// + + public float groundDistance; + + /// + /// True if the hit found a valid walkable ground using a raycast (rather than a sweep test, which happens when the sweep test fails to yield a walkable surface). + /// + + public bool isRaycastResult; + + /// + /// The distance to the ground, computed from a raycast. Only valid if isRaycast is true. + /// + + public float raycastDistance; + + /// + /// Hit result of the test that found ground. + /// + + public RaycastHit hitResult; + + /// + /// Gets the distance to ground, either raycastDistance or distance. + /// + + public float GetDistanceToGround() + { + return isRaycastResult ? raycastDistance : groundDistance; + } + + /// + /// Initialize this with a sweep test result. + /// + + public void SetFromSweepResult(bool hitGround, bool isWalkable, Vector3 position, float sweepDistance, + ref RaycastHit inHit, Vector3 surfaceNormal) + { + this.hitGround = hitGround; + this.isWalkable = isWalkable; + + this.position = position; + + collider = inHit.collider; + + groundDistance = sweepDistance; + + isRaycastResult = false; + raycastDistance = 0.0f; + + hitResult = inHit; + + this.surfaceNormal = surfaceNormal; + } + + public void SetFromSweepResult(bool hitGround, bool isWalkable, Vector3 position, Vector3 point, Vector3 normal, + Vector3 surfaceNormal, Collider collider, float sweepDistance) + { + this.hitGround = hitGround; + this.isWalkable = isWalkable; + + this.position = position; + + this.collider = collider; + + groundDistance = sweepDistance; + + isRaycastResult = false; + raycastDistance = 0.0f; + + hitResult = new RaycastHit + { + point = point, + normal = normal, + + distance = sweepDistance + }; + + this.surfaceNormal = surfaceNormal; + } + + /// + /// Initialize this with a raycast result. + /// + + public void SetFromRaycastResult(bool hitGround, bool isWalkable, Vector3 position, float sweepDistance, + float castDistance, ref RaycastHit inHit) + { + this.hitGround = hitGround; + this.isWalkable = isWalkable; + + this.position = position; + + collider = inHit.collider; + + groundDistance = sweepDistance; + + isRaycastResult = true; + raycastDistance = castDistance; + + float oldDistance = hitResult.distance; + + hitResult = inHit; + hitResult.distance = oldDistance; + + surfaceNormal = hitResult.normal; + } + } + + /// + /// Describes a collision of this Character. + /// + + public struct CollisionResult + { + /// + /// True if character is overlapping. + /// + + public bool startPenetrating; + + /// + /// The hit location WRT Character's capsule, eg: Below, Sides, Top. + /// + + public HitLocation hitLocation; + + /// + /// Is the hit walkable ground ? + /// + + public bool isWalkable; + + /// + /// The character position at this collision. + /// + + public Vector3 position; + + /// + /// The character's velocity at this collision. + /// + + public Vector3 velocity; + + /// + /// The collided object's velocity. + /// + + public Vector3 otherVelocity; + + /// + /// The impact point in world space. + /// + + public Vector3 point; + + /// + /// The impact normal in world space. + /// + + public Vector3 normal; + + /// + /// Normal of the hit in world space, for the object that was hit by the sweep, if any. + /// For example if a capsule hits a flat plane, this is a normalized vector pointing out from the plane. + /// In the case of impact with a corner or edge of a surface, usually the "most opposing" normal (opposed to the query direction) is chosen. + /// + + public Vector3 surfaceNormal; + + /// + /// The character's displacement up to this hit. + /// + + public Vector3 displacementToHit; + + /// + /// Remaining displacement after hit. + /// + + public Vector3 remainingDisplacement; + + /// + /// The collider of the hit object. + /// + + public Collider collider; + + /// + /// The Rigidbody of the collider that was hit. If the collider is not attached to a rigidbody then it is null. + /// + + public Rigidbody rigidbody => collider ? collider.attachedRigidbody : null; + + /// + /// The Transform of the rigidbody or collider that was hit. + /// + + public Transform transform + { + get + { + if (collider == null) + return null; + + Rigidbody rb = collider.attachedRigidbody; + return rb ? rb.transform : collider.transform; + } + } + + /// + /// Structure containing information about this hit. + /// + + public RaycastHit hitResult; + } + + #endregion + + [RequireComponent(typeof(Rigidbody), typeof(CapsuleCollider))] + public sealed class CharacterMovement : MonoBehaviour + { + #region ENUMS + + /// + /// The depenetration behaviour. + /// + + [Flags] + private enum DepenetrationBehaviour + { + IgnoreNone = 0, + + IgnoreStatic = 1 << 0, + IgnoreDynamic = 1 << 1, + IgnoreKinematic = 1 << 2 + } + + #endregion + + #region STRUCTS + + /// + /// Structure containing advanced settings. + /// + + [Serializable] + public struct Advanced + { + [Tooltip("The minimum move distance of the character controller." + + " If the character tries to move less than this distance, it will not move at all. This can be used to reduce jitter. In most situations this value should be left at 0.")] + public float minMoveDistance; + public float minMoveDistanceSqr => minMoveDistance * minMoveDistance; + + [Tooltip("Max number of iterations used during movement.")] + public int maxMovementIterations; + + [Tooltip("Max number of iterations used to resolve penetrations.")] + public int maxDepenetrationIterations; + + [Tooltip("When enable, FindGeomOpposingNormal will use a faster path (approximation) sacrificing accuracy.")] + public bool useFastGeomNormalPath; + + [Space(15f)] + [Tooltip("If enabled, the character will interact with dynamic rigidbodies when walking into them.")] + public bool enablePhysicsInteraction; + + [Tooltip("If enabled, the character will interact with other characters when walking into them.")] + public bool allowPushCharacters; + + [Tooltip("If enabled, the character will move with the moving platform it is standing on.")] + public bool impartPlatformMovement; + + [Tooltip("If enabled, the character will rotate (yaw-only) with the moving platform it is standing on.")] + public bool impartPlatformRotation; + + [Tooltip("If enabled, impart the platform's velocity when jumping or falling off it.")] + public bool impartPlatformVelocity; + + public void Reset() + { + minMoveDistance = 0.0f; + + maxMovementIterations = 5; + maxDepenetrationIterations = 1; + + enablePhysicsInteraction = false; + allowPushCharacters = false; + impartPlatformMovement = false; + impartPlatformRotation = false; + impartPlatformVelocity = false; + } + + public void OnValidate() + { + minMoveDistance = Mathf.Max(minMoveDistance, 0.0f); + + maxMovementIterations = Mathf.Max(maxMovementIterations, 1); + maxDepenetrationIterations = Mathf.Max(maxDepenetrationIterations, 1); + } + } + + /// + /// Structure containing information about platform. + /// + + public struct MovingPlatform + { + /// + /// The last frame active platform. + /// + + public Rigidbody lastPlatform; + + /// + /// The current active platform. + /// + + public Rigidbody platform; + + /// + /// The character's last position on active platform. + /// + + public Vector3 position; + + /// + /// The character's last position on active platform in platform's local space. + /// + + public Vector3 localPosition; + + /// + /// The character's delta position for the last evaluated frame. + /// + + public Vector3 deltaPosition; + + /// + /// The character's last rotation on active platform. + /// + + public Quaternion rotation; + + /// + /// The character's last rotation on active platform in platform's local space. + /// + + public Quaternion localRotation; + + /// + /// The character's delta rotation for the last evaluated frame. + /// Only valid if impartPlatformRotation is true. + /// + + public Quaternion deltaRotation; + + /// + /// The current active platform velocity. + /// + + public Vector3 platformVelocity; + } + + #endregion + + #region CONSTANTS + + private const float kKindaSmallNumber = 0.0001f; + private const float kHemisphereLimit = 0.01f; + + private const int kMaxCollisionCount = 16; + private const int kMaxOverlapCount = 16; + + private const float kSweepEdgeRejectDistance = 0.0015f; + + private const float kMinGroundDistance = 0.019f; + private const float kMaxGroundDistance = 0.024f; + private const float kAvgGroundDistance = (kMinGroundDistance + kMaxGroundDistance) * 0.5f; + + private const float kMinWalkableSlopeLimit = 1.000000f; + private const float kMaxWalkableSlopeLimit = 0.017452f; + + private const float kPenetrationOffset = 0.00125f; + + private const float kContactOffset = 0.01f; + private const float kSmallContactOffset = 0.001f; + + #endregion + + #region EDITOR EXPOSED FIELDS + + [Space(15f)] + [Tooltip("Allow to constrain the Character so movement along the locked axis is not possible.")] + [SerializeField] + private PlaneConstraint _planeConstraint; + + [Space(15f)] + [SerializeField, Tooltip("The root transform in the avatar.")] + private Transform _rootTransform; + + [SerializeField, Tooltip("The root transform will be positioned at this offset from foot position.")] + private Vector3 _rootTransformOffset = new Vector3(0, 0, 0); + + [Space(15f)] + [Tooltip("The Character's capsule collider radius.")] + [SerializeField] + private float _radius; + + [Tooltip("The Character's capsule collider height")] + [SerializeField] + private float _height; + + [Space(15f)] + [Tooltip("The maximum angle (in degrees) for a walkable surface.")] + [SerializeField] + private float _slopeLimit; + + [Tooltip("The maximum height (in meters) for a valid step.")] + [SerializeField] + private float _stepOffset; + + [Tooltip("Allow a Character to perch on the edge of a surface if the horizontal distance from the Character's position to the edge is closer than this.\n" + + "Note that characters will not fall off if they are within stepOffset of a walkable surface below.")] + [SerializeField] + private float _perchOffset; + + [Tooltip("When perching on a ledge, add this additional distance to stepOffset when determining how high above a walkable ground we can perch.\n" + + "Note that we still enforce stepOffset to start the step up, this just allows the Character to hang off the edge or step slightly higher off the ground.")] + [SerializeField] + private float _perchAdditionalHeight; + + [Space(15f)] + [Tooltip("If enabled, colliders with SlopeLimitBehaviour component will be able to override this slope limit.")] + [SerializeField] + private bool _slopeLimitOverride; + + [Tooltip("When enabled, will treat head collisions as if the character is using a shape with a flat top.")] + [SerializeField] + private bool _useFlatTop; + + [Tooltip("Performs ground checks as if the character is using a shape with a flat base." + + "This avoids the situation where characters slowly lower off the side of a ledge (as their capsule 'balances' on the edge).")] + [SerializeField] + private bool _useFlatBaseForGroundChecks; + + [Space(15f)] + [Tooltip("Character collision layers mask.")] + [SerializeField] + private LayerMask _collisionLayers = 1; + + [Tooltip("Overrides the global Physics.queriesHitTriggers to specify whether queries (raycast, spherecast, overlap tests, etc.) hit Triggers by default." + + " Use Ignore for queries to ignore trigger Colliders.")] + [SerializeField] + private QueryTriggerInteraction _triggerInteraction = QueryTriggerInteraction.Ignore; + + [Space(15f)] + [SerializeField] + private Advanced _advanced; + + #endregion + + #region FIELDS + + private Transform _transform; + + private Rigidbody _rigidbody; + + private CapsuleCollider _capsuleCollider; + + private Vector3 _capsuleCenter; + private Vector3 _capsuleTopCenter; + private Vector3 _capsuleBottomCenter; + + private readonly HashSet _ignoredRigidbodies = new HashSet(); + private readonly HashSet _ignoredColliders = new HashSet(); + + private readonly RaycastHit[] _hits = new RaycastHit[kMaxCollisionCount]; + private readonly Collider[] _overlaps = new Collider[kMaxOverlapCount]; + + private int _collisionCount; + private readonly CollisionResult[] _collisionResults = new CollisionResult[kMaxCollisionCount]; + + [SerializeField, HideInInspector] + private float _minSlopeLimit; + + private bool _detectCollisions = true; + + private bool _isConstrainedToGround = true; + private float _unconstrainedTimer; + + private Vector3 _constraintPlaneNormal; + + private Vector3 _characterUp; + + private Vector3 _transformedCapsuleCenter; + private Vector3 _transformedCapsuleTopCenter; + private Vector3 _transformedCapsuleBottomCenter; + + private Vector3 _velocity; + + private Vector3 _pendingForces; + private Vector3 _pendingImpulses; + private Vector3 _pendingLaunchVelocity; + + private float _pushForceScale = 1.0f; + + private bool _hasLanded; + + private FindGroundResult _foundGround; + private FindGroundResult _currentGround; + + private Rigidbody _parentPlatform; + private MovingPlatform _movingPlatform; + + private Vector3 _lastVelocityOnMovingPlatform; + + #endregion + + #region PROPERTIES + + /// + /// Cached character's transform. + /// + + public new Transform transform + { + get + { +#if UNITY_EDITOR + if (_transform == null) + _transform = GetComponent(); +#endif + + return _transform; + } + } + + /// + /// The Character's rigidbody. + /// + + public new Rigidbody rigidbody + { + get + { +#if UNITY_EDITOR + if (_rigidbody == null) + _rigidbody = GetComponent(); +#endif + + return _rigidbody; + } + } + + /// + /// The Rigidbody interpolation setting. + /// + + public RigidbodyInterpolation interpolation + { + get => rigidbody.interpolation; + set => rigidbody.interpolation = value; + } + + /// + /// The Character's collider. + /// + + public new Collider collider + { + get + { +#if UNITY_EDITOR + if (_capsuleCollider == null) + _capsuleCollider = GetComponent(); +#endif + + return _capsuleCollider; + } + } + + /// + /// The root bone in the avatar. + /// + + public Transform rootTransform + { + get => _rootTransform; + set => _rootTransform = value; + } + + /// + /// The root transform will be positioned at this offset. + /// + + public Vector3 rootTransformOffset + { + get => _rootTransformOffset; + set => _rootTransformOffset = value; + } + + /// + /// The character's current position. + /// + + public Vector3 position + { + get => GetPosition(); + set => SetPosition(value); + } + + /// + /// The character's current rotation. + /// + + public Quaternion rotation + { + get => GetRotation(); + set => SetRotation(value); + } + + /// + /// The character's center in world space. + /// + + public Vector3 worldCenter => position + rotation * _capsuleCenter; + + /// + /// The character's updated position. + /// + + public Vector3 updatedPosition { get; private set; } + + + /// + /// The character's updated rotation. + /// + + public Quaternion updatedRotation { get; private set; } + + /// + /// The current relative velocity of the Character. + /// The velocity is relative because it won't track movements to the transform that happen outside of this, + /// e.g. character parented under another moving Transform, such as a moving vehicle. + /// + + public ref Vector3 velocity => ref _velocity; + + /// + /// The character's speed. + /// + + public float speed => _velocity.magnitude; + + /// + /// The character's speed along its forward vector (e.g: in local space). + /// + + public float forwardSpeed => _velocity.dot(transform.forward); + + /// + /// The character's speed along its right vector (e.g: in local space). + /// + + public float sidewaysSpeed => _velocity.dot(transform.right); + + /// + /// The Character's capsule collider radius. + /// + + public float radius + { + get => _radius; + set => SetDimensions(value, _height); + } + + /// + /// The Character's capsule collider height. + /// + + public float height + { + get => _height; + set => SetDimensions(_radius, value); + } + + /// + /// The maximum angle (in degrees) for a walkable slope. + /// + + public float slopeLimit + { + get => _slopeLimit; + + set + { + _slopeLimit = Mathf.Clamp(value, 0.0f, 89.0f); + + // Add 0.01f to avoid numerical precision errors + + _minSlopeLimit = Mathf.Cos((_slopeLimit + 0.01f) * Mathf.Deg2Rad); + } + } + + /// + /// The maximum height (in meters) for a valid step. + /// + + public float stepOffset + { + get => _stepOffset; + set => _stepOffset = Mathf.Max(0.0f, value); + } + + /// + /// Allow a Character to perch on the edge of a surface if the horizontal distance from the Character's position to the edge is closer than this. + /// Note that we still enforce stepOffset to start the step up, this just allows the Character to hang off the edge or step slightly higher off the ground. + /// + + public float perchOffset + { + get => _perchOffset; + set => _perchOffset = Mathf.Clamp(value, 0.0f, _radius); + } + + /// + /// When perching on a ledge, add this additional distance to stepOffset when determining how high above a walkable ground we can perch. + /// + + public float perchAdditionalHeight + { + get => _perchAdditionalHeight; + set => _perchAdditionalHeight = Mathf.Max(0.0f, value); + } + + /// + /// Should allow external slope limit override ? + /// + + public bool slopeLimitOverride + { + get => _slopeLimitOverride; + set => _slopeLimitOverride = value; + } + + /// + /// When enabled, will treat head collisions as if the character is using a shape with a flat top. + /// + + public bool useFlatTop + { + get => _useFlatTop; + set => _useFlatTop = value; + } + + /// + /// Performs ground checks as if the character is using a shape with a flat base. + /// This avoids the situation where characters slowly lower off the side of a ledge (as their capsule 'balances' on the edge). + /// + + public bool useFlatBaseForGroundChecks + { + get => _useFlatBaseForGroundChecks; + set => _useFlatBaseForGroundChecks = value; + } + + /// + /// Layers to be considered during collision detection. + /// + + public LayerMask collisionLayers + { + get => _collisionLayers; + set => _collisionLayers = value; + } + + /// + /// Determines how the Character should interact with triggers. + /// + + public QueryTriggerInteraction triggerInteraction + { + get => _triggerInteraction; + set => _triggerInteraction = value; + } + + /// + /// Should perform collision detection ? + /// + + public bool detectCollisions + { + get => _detectCollisions; + set + { + _detectCollisions = value; + + if (_capsuleCollider) + _capsuleCollider.enabled = _detectCollisions; + } + } + + /// + /// What part of the capsule collided with the environment during the last Move call. + /// + + public CollisionFlags collisionFlags { get; private set; } + + /// + /// Is the Character's movement constrained to a plane ? + /// + + public bool isConstrainedToPlane => _planeConstraint != PlaneConstraint.None; + + /// + /// Should movement be constrained to ground when on walkable ground ? + /// Toggles ground constraint. + /// + + public bool constrainToGround + { + get => _isConstrainedToGround; + set => _isConstrainedToGround = value; + } + + /// + /// Is the Character constrained to walkable ground ? + /// + + public bool isConstrainedToGround => _isConstrainedToGround && _unconstrainedTimer == 0.0f; + + /// + /// Is the ground constraint temporary disabled? + /// + + public bool isGroundConstraintPaused => _isConstrainedToGround && _unconstrainedTimer > 0.0f; + + /// + /// If isGroundConstraintPaused is true, this represent the pause remaining time. + /// + + public float unconstrainedTimer => _unconstrainedTimer; + + /// + /// Was the character on ground last Move call ? + /// + + public bool wasOnGround { get; private set; } + + /// + /// Is the character on ground ? + /// + + public bool isOnGround => _currentGround.hitGround; + + /// + /// Was the character on walkable ground last Move call ? + /// + + public bool wasOnWalkableGround { get; private set; } + + /// + /// Is the character on walkable ground ? + /// + + public bool isOnWalkableGround => _currentGround.isWalkableGround; + + /// + /// Was the character on walkable ground AND constrained to ground last Move call ? + /// + + public bool wasGrounded { get; private set; } + + /// + /// Is the character on walkable ground AND constrained to ground. + /// + + public bool isGrounded => isOnWalkableGround && isConstrainedToGround; + + /// + /// The signed distance to ground. + /// + + public float groundDistance => _currentGround.groundDistance; + + /// + /// The current ground impact point. + /// + + public Vector3 groundPoint => _currentGround.point; + + /// + /// The current ground normal. + /// + + public Vector3 groundNormal => _currentGround.normal; + + /// + /// The current ground surface normal. + /// + + public Vector3 groundSurfaceNormal => _currentGround.surfaceNormal; + + /// + /// The current ground collider. + /// + + public Collider groundCollider => _currentGround.collider; + + /// + /// The current ground transform. + /// + + public Transform groundTransform => _currentGround.transform; + + /// + /// The Rigidbody of the collider that was hit. If the collider is not attached to a rigidbody then it is null. + /// + + public Rigidbody groundRigidbody => _currentGround.rigidbody; + + /// + /// Structure containing information about current ground. + /// + + public FindGroundResult currentGround => _currentGround; + + /// + /// Structure containing information about current moving platform (if any). + /// + + public MovingPlatform movingPlatform => _movingPlatform; + + /// + /// The terminal velocity when landed (eg: isGrounded). + /// + + public Vector3 landedVelocity { get; private set; } + + /// + /// Set this to true if riding on a moving platform that you know is clear from non-moving world obstructions. + /// Optimization to avoid sweeps during based movement, USE WITH CARE. + /// + + public bool fastPlatformMove { get; set; } + + /// + /// Whether the Character moves with the moving platform it is standing on. + /// If true, the Character moves with the moving platform. + /// + + public bool impartPlatformMovement + { + get => _advanced.impartPlatformMovement; + set => _advanced.impartPlatformMovement = value; + } + + /// + /// Whether the Character receives the changes in rotation of the platform it is standing on. + /// If true, the Character rotates with the moving platform. + /// + + public bool impartPlatformRotation + { + get => _advanced.impartPlatformRotation; + set => _advanced.impartPlatformRotation = value; + } + + /// + /// If true, impart the platform's velocity when jumping or falling off it. + /// + + public bool impartPlatformVelocity + { + get => _advanced.impartPlatformVelocity; + set => _advanced.impartPlatformVelocity = value; + } + + /// + /// If enabled, the player will interact with dynamic rigidbodies when walking into them. + /// + + public bool enablePhysicsInteraction + { + get => _advanced.enablePhysicsInteraction; + set => _advanced.enablePhysicsInteraction = value; + } + + /// + /// If enabled, the player will interact with other characters when walking into them. + /// + + public bool physicsInteractionAffectsCharacters + { + get => _advanced.allowPushCharacters; + set => _advanced.allowPushCharacters = value; + } + + /// + /// Force applied to rigidbodies when walking into them (due to mass and relative velocity) is scaled by this amount. + /// + + public float pushForceScale + { + get => _pushForceScale; + set => _pushForceScale = Mathf.Max(0.0f, value); + } + + #endregion + + #region CALLBACKS + + /// + /// Let you define if the character should collide with given collider. + /// + /// The collider. + /// True to filter (ignore) given collider, false to collide with given collider. + + public delegate bool ColliderFilterCallback(Collider collider); + + /// + /// Let you define the character behaviour when collides with collider. + /// + /// The collided collider + /// The desired collision behaviour flags. + + public delegate CollisionBehaviour CollisionBehaviourCallback(Collider collider); + + /// + /// Let you modify the collision response vs dynamic objects, + /// eg: compute resultant impulse and / or application point (CollisionResult.point). + /// + + public delegate void CollisionResponseCallback(ref CollisionResult inCollisionResult, ref Vector3 characterImpulse, ref Vector3 otherImpulse); + + /// + /// Let you define if the character should collide with given collider. + /// Return true to filter (ignore) collider, false otherwise. + /// + + public ColliderFilterCallback colliderFilterCallback { get; set; } + + /// + /// Let you define the character behaviour when collides with collider. + /// + + public CollisionBehaviourCallback collisionBehaviourCallback { get; set; } + + /// + /// Let you modify the collision response vs dynamic objects, + /// eg: compute resultant impulse and / or application point (CollisionResult.point). + /// + + public CollisionResponseCallback collisionResponseCallback { get; set; } + + #endregion + + #region EVENTS + + public delegate void CollidedEventHandler(ref CollisionResult collisionResult); + public delegate void FoundGroundEventHandler(ref FindGroundResult foundGround); + + /// + /// Event triggered when characters collides with other during a Move. + /// Can be called multiple times. + /// + + public event CollidedEventHandler Collided; + + /// + /// Event triggered when a character finds ground (walkable or non-walkable) as a result of a downcast sweep (eg: FindGround method). + /// + + public event FoundGroundEventHandler FoundGround; + + /// + /// Trigger Collided events. + /// + + private void OnCollided() + { + if (Collided == null) + return; + + for (int i = 0; i < _collisionCount; i++) + Collided.Invoke(ref _collisionResults[i]); + } + + /// + /// Trigger FoundGround event. + /// + + private void OnFoundGround() + { + FoundGround?.Invoke(ref _currentGround); + } + + #endregion + + #region GEOM_NOMRAL_METHODS + + private Vector3 FindOpposingNormal(Vector3 sweepDirDenorm, ref RaycastHit inHit) + { + const float kThickness = (kContactOffset - kSweepEdgeRejectDistance) * 0.5f; + + Vector3 result = inHit.normal; + + Vector3 rayOrigin = inHit.point - sweepDirDenorm; + + float rayLength = sweepDirDenorm.magnitude * 2f; + Vector3 rayDirection = sweepDirDenorm / sweepDirDenorm.magnitude; + + if (Raycast(rayOrigin, rayDirection, rayLength, _collisionLayers, out RaycastHit hitResult, kThickness)) + result = hitResult.normal; + + return result; + } + + private static Vector3 FindBoxOpposingNormal(Vector3 sweepDirDenorm, ref RaycastHit inHit) + { + Transform localToWorld = inHit.transform; + + Vector3 localContactNormal = localToWorld.InverseTransformDirection(inHit.normal); + Vector3 localTraceDirDenorm = localToWorld.InverseTransformDirection(sweepDirDenorm); + + Vector3 bestLocalNormal = localContactNormal; + float bestOpposingDot = float.MaxValue; + + for (int i = 0; i < 3; i++) + { + if (localContactNormal[i] > kKindaSmallNumber) + { + float traceDotFaceNormal = localTraceDirDenorm[i]; + if (traceDotFaceNormal < bestOpposingDot) + { + bestOpposingDot = traceDotFaceNormal; + bestLocalNormal = Vector3.zero; + bestLocalNormal[i] = 1.0f; + } + } + else if (localContactNormal[i] < -kKindaSmallNumber) + { + float traceDotFaceNormal = -localTraceDirDenorm[i]; + if (traceDotFaceNormal < bestOpposingDot) + { + bestOpposingDot = traceDotFaceNormal; + bestLocalNormal = Vector3.zero; + bestLocalNormal[i] = -1.0f; + } + } + } + + return localToWorld.TransformDirection(bestLocalNormal); + } + + private static Vector3 FindBoxOpposingNormal(Vector3 displacement, Vector3 hitNormal, Transform hitTransform) + { + Transform localToWorld = hitTransform; + + Vector3 localContactNormal = localToWorld.InverseTransformDirection(hitNormal); + Vector3 localTraceDirDenorm = localToWorld.InverseTransformDirection(displacement); + + Vector3 bestLocalNormal = localContactNormal; + float bestOpposingDot = float.MaxValue; + + for (int i = 0; i < 3; i++) + { + if (localContactNormal[i] > kKindaSmallNumber) + { + float traceDotFaceNormal = localTraceDirDenorm[i]; + if (traceDotFaceNormal < bestOpposingDot) + { + bestOpposingDot = traceDotFaceNormal; + bestLocalNormal = Vector3.zero; + bestLocalNormal[i] = 1.0f; + } + } + else if (localContactNormal[i] < -kKindaSmallNumber) + { + float traceDotFaceNormal = -localTraceDirDenorm[i]; + if (traceDotFaceNormal < bestOpposingDot) + { + bestOpposingDot = traceDotFaceNormal; + bestLocalNormal = Vector3.zero; + bestLocalNormal[i] = -1.0f; + } + } + } + + return localToWorld.TransformDirection(bestLocalNormal); + } + + private static Vector3 FindTerrainOpposingNormal(ref RaycastHit inHit) + { + TerrainCollider terrainCollider = inHit.collider as TerrainCollider; + + if (terrainCollider != null) + { + Vector3 localPoint = terrainCollider.transform.InverseTransformPoint(inHit.point); + + TerrainData terrainData = terrainCollider.terrainData; + + Vector3 interpolatedNormal = terrainData.GetInterpolatedNormal(localPoint.x / terrainData.size.x, + localPoint.z / terrainData.size.z); + + return interpolatedNormal; + } + + return inHit.normal; + } + + /// + /// Helper method to retrieve real surface normal, usually the most 'opposing' to sweep direction. + /// + + private Vector3 FindGeomOpposingNormal(Vector3 sweepDirDenorm, ref RaycastHit inHit) + { + // SphereCollider or CapsuleCollider + + if (inHit.collider is SphereCollider _ || inHit.collider is CapsuleCollider _) + { + // We don't compute anything special, inHit.normal is the correct one. + + return inHit.normal; + } + + // BoxCollider + + if (inHit.collider is BoxCollider _) + { + return FindBoxOpposingNormal(sweepDirDenorm, ref inHit); + } + + // Non-Convex MeshCollider (MUST BE read / write enabled!) + + if (inHit.collider is MeshCollider nonConvexMeshCollider && !nonConvexMeshCollider.convex) + { + Mesh sharedMesh = nonConvexMeshCollider.sharedMesh; + if (sharedMesh && sharedMesh.isReadable && !_advanced.useFastGeomNormalPath) + return MeshUtility.FindMeshOpposingNormal(sharedMesh, ref inHit); + + // No read / write enabled, fallback to a raycast... + + return FindOpposingNormal(sweepDirDenorm, ref inHit); + } + + // Convex MeshCollider + + if (inHit.collider is MeshCollider convexMeshCollider && convexMeshCollider.convex) + { + // No data exposed by Unity to compute normal. Fallback to a raycast... + + return FindOpposingNormal(sweepDirDenorm, ref inHit); + } + + // Terrain collider + + if (inHit.collider is TerrainCollider && !_advanced.useFastGeomNormalPath) + { + return FindTerrainOpposingNormal(ref inHit); + } + + return inHit.normal; + } + + #endregion + + #region METHODS + + public static bool IsFinite(float value) + { + return !float.IsNaN(value) && !float.IsInfinity(value); + } + + public static bool IsFinite(Vector3 value) + { + return IsFinite(value.x) && IsFinite(value.y) && IsFinite(value.z); + } + + /// + /// Apply friction and braking deceleration to given velocity. + /// + /// Character's current velocity. + /// Friction (drag) coefficient applied when braking. + /// The rate at which the character slows down. This is a constant opposing force that directly lowers velocity by a constant value. + /// Simulation deltaTime + /// Returns the updated velocity + + private static Vector3 ApplyVelocityBraking(Vector3 currentVelocity, float friction, float deceleration, float deltaTime) + { + // If no friction or no deceleration, return + + bool isZeroFriction = friction == 0.0f; + bool isZeroBraking = deceleration == 0.0f; + + if (isZeroFriction && isZeroBraking) + return currentVelocity; + + // Decelerate to brake to a stop + + Vector3 oldVel = currentVelocity; + Vector3 revAcceleration = isZeroBraking ? Vector3.zero : -deceleration * currentVelocity.normalized; + + // Apply friction and braking + + currentVelocity += (-friction * currentVelocity + revAcceleration) * deltaTime; + + // Don't reverse direction + + if (Vector3.Dot(currentVelocity, oldVel) <= 0.0f) + return Vector3.zero; + + // Clamp to zero if nearly zero, or if below min threshold and braking + + float sqrSpeed = currentVelocity.sqrMagnitude; + if (sqrSpeed <= 0.00001f || !isZeroBraking && sqrSpeed <= 0.01f) + return Vector3.zero; + + return currentVelocity; + } + + /// + /// Determines how far is the desiredVelocity from maximum speed. + /// + /// The target velocity. + /// The maximum allowed speed. + /// Returns the analog input modifier in the 0 - 1 range. + + private static float ComputeAnalogInputModifier(Vector3 desiredVelocity, float maxSpeed) + { + if (maxSpeed > 0.0f && desiredVelocity.sqrMagnitude > 0.0f) + return Mathf.Clamp01(desiredVelocity.magnitude / maxSpeed); + + return 0.0f; + } + + /// + /// Calculates a new velocity for the given state, applying the effects of friction or braking friction and acceleration or deceleration. + /// + /// Character's current velocity. + /// Target velocity + /// The maximum speed when grounded. Also determines maximum horizontal speed when falling (i.e. not-grounded). + /// The rate of change of velocity when accelerating (i.e desiredVelocity != Vector3.zero). + /// The rate at which the character slows down when braking (i.e. not accelerating or if character is exceeding max speed). + /// This is a constant opposing force that directly lowers velocity by a constant value. + /// Setting that affects movement control. Higher values allow faster changes in direction. + /// Friction (drag) coefficient applied when braking (whenever desiredVelocity == Vector3.zero, or if character is exceeding max speed). + /// The simulation deltaTime. Defaults to Time.deltaTime. + /// Returns the updated velocity + + private static Vector3 CalcVelocity(Vector3 currentVelocity, Vector3 desiredVelocity, float maxSpeed, + float acceleration, float deceleration, float friction, float brakingFriction, float deltaTime) + { + // Compute requested move direction + + float desiredSpeed = desiredVelocity.magnitude; + Vector3 desiredMoveDirection = desiredSpeed > 0.0f ? desiredVelocity / desiredSpeed : Vector3.zero; + + // Requested acceleration (factoring analog input) + + float analogInputModifier = ComputeAnalogInputModifier(desiredVelocity, maxSpeed); + Vector3 requestedAcceleration = acceleration * analogInputModifier * desiredMoveDirection; + + // Actual max speed (factoring analog input) + + float actualMaxSpeed = Mathf.Max(0.0f, maxSpeed * analogInputModifier); + + // Friction + // Only apply braking if there is no input acceleration, + // or we are over our max speed and need to slow down to it + + bool isZeroAcceleration = requestedAcceleration.isZero(); + bool isVelocityOverMax = currentVelocity.isExceeding(actualMaxSpeed); + + if (isZeroAcceleration || isVelocityOverMax) + { + // Pre-braking currentVelocity + + Vector3 oldVelocity = currentVelocity; + + // Apply friction and braking + + currentVelocity = ApplyVelocityBraking(currentVelocity, brakingFriction, deceleration, deltaTime); + + // Don't allow braking to lower us below max speed if we started above it + + if (isVelocityOverMax && currentVelocity.sqrMagnitude < actualMaxSpeed.square() && + Vector3.Dot(requestedAcceleration, oldVelocity) > 0.0f) + currentVelocity = oldVelocity.normalized * actualMaxSpeed; + } + else + { + // Friction, this affects our ability to change direction + + currentVelocity -= (currentVelocity - desiredMoveDirection * currentVelocity.magnitude) * Mathf.Min(friction * deltaTime, 1.0f); + } + + // Apply acceleration + + if (!isZeroAcceleration) + { + float newMaxSpeed = currentVelocity.isExceeding(actualMaxSpeed) ? currentVelocity.magnitude : actualMaxSpeed; + + currentVelocity += requestedAcceleration * deltaTime; + currentVelocity = currentVelocity.clampedTo(newMaxSpeed); + } + + // Return new velocity + + return currentVelocity; + } + + /// + /// Helper method to get the velocity of the rigidbody at the worldPoint, + /// will take the angularVelocity of the rigidbody into account when calculating the velocity. + /// If the given Rigidbody is a character, will return character's velocity. + /// + + private static Vector3 GetRigidbodyVelocity(Rigidbody rigidbody, Vector3 worldPoint) + { + if (rigidbody == null) + return Vector3.zero; + + return rigidbody.TryGetComponent(out CharacterMovement controller) + ? controller.velocity + : rigidbody.GetPointVelocity(worldPoint); + } + + /// + /// Helper method to test if given behaviour flags contains CollisionBehaviour.Walkable value. + /// + + private static bool IsWalkable(CollisionBehaviour behaviourFlags) + { + return (behaviourFlags & CollisionBehaviour.Walkable) != 0; + } + + /// + /// Helper method to test if given behaviour flags contains CollisionBehaviour.NotWalkable value. + /// + + private static bool IsNotWalkable(CollisionBehaviour behaviourFlags) + { + return (behaviourFlags & CollisionBehaviour.NotWalkable) != 0; + } + + /// + /// Helper method to test if given behaviour flags contains CollisionBehaviour.CanPerchOn value. + /// + + private static bool CanPerchOn(CollisionBehaviour behaviourFlags) + { + return (behaviourFlags & CollisionBehaviour.CanPerchOn) != 0; + } + + /// + /// Helper method to test if given behaviour flags contains CollisionBehaviour.CanNotPerchOn value. + /// + + private static bool CanNotPerchOn(CollisionBehaviour behaviourFlags) + { + return (behaviourFlags & CollisionBehaviour.CanNotPerchOn) != 0; + } + + /// + /// Helper method to test if given behaviour flags contains CollisionBehaviour.CanStepOn value. + /// + + private static bool CanStepOn(CollisionBehaviour behaviourFlags) + { + return (behaviourFlags & CollisionBehaviour.CanStepOn) != 0; + } + + /// + /// Helper method to test if given behaviour flags contains CollisionBehaviour.CanNotStepOn value. + /// + + private static bool CanNotStepOn(CollisionBehaviour behaviourFlags) + { + return (behaviourFlags & CollisionBehaviour.CanNotStepOn) != 0; + } + + /// + /// Helper method to test if given behaviour flags contains CollisionBehaviour.CanRideOn value. + /// + + private static bool CanRideOn(CollisionBehaviour behaviourFlags) + { + return (behaviourFlags & CollisionBehaviour.CanRideOn) != 0; + } + + /// + /// Helper method to test if given behaviour flags contains CollisionBehaviour.CanNotRideOn value. + /// + + private static bool CanNotRideOn(CollisionBehaviour behaviourFlags) + { + return (behaviourFlags & CollisionBehaviour.CanNotRideOn) != 0; + } + + /// + /// Helper function to create a capsule of given dimensions. + /// + /// The capsule radius. + /// The capsule height. + /// Output capsule center in local space. + /// Output capsule bottom sphere center in local space. + /// Output capsule top sphere center in local space. + + private static void MakeCapsule(float radius, float height, out Vector3 center, out Vector3 bottomCenter, out Vector3 topCenter) + { + radius = Mathf.Max(radius, 0.0f); + height = Mathf.Max(height, radius * 2.0f); + + center = height * 0.5f * Vector3.up; + + float sideHeight = height - radius * 2.0f; + + bottomCenter = center - sideHeight * 0.5f * Vector3.up; + topCenter = center + sideHeight * 0.5f * Vector3.up; + } + + /// + /// Specifies the character's bounding volume (eg: capsule) dimensions. + /// + /// The character's volume radius. + /// The character's volume height + + public void SetDimensions(float characterRadius, float characterHeight) + { + _radius = Mathf.Max(characterRadius, 0.0f); + _height = Mathf.Max(characterHeight, characterRadius * 2.0f); + + MakeCapsule(_radius, _height, out _capsuleCenter, out _capsuleBottomCenter, out _capsuleTopCenter); + +#if UNITY_EDITOR + if (_capsuleCollider == null) + _capsuleCollider = GetComponent(); +#endif + + if (_capsuleCollider) + { + _capsuleCollider.radius = _radius; + _capsuleCollider.height = _height; + _capsuleCollider.center = _capsuleCenter; + } + } + + /// + /// Specifies the character's bounding volume (eg: capsule) height. + /// + /// The character's volume height + + public void SetHeight(float characterHeight) + { + _height = Mathf.Max(characterHeight, _radius * 2.0f); + + MakeCapsule(_radius, _height, out _capsuleCenter, out _capsuleBottomCenter, out _capsuleTopCenter); + +#if UNITY_EDITOR + if (_capsuleCollider == null) + _capsuleCollider = GetComponent(); +#endif + + if (_capsuleCollider) + { + _capsuleCollider.height = _height; + _capsuleCollider.center = _capsuleCenter; + } + } + + /// + /// Cache and initialize required components. + /// + + private void CacheComponents() + { + _transform = GetComponent(); + + _rigidbody = GetComponent(); + if (_rigidbody) + { + _rigidbody.linearDamping = 0.0f; + _rigidbody.angularDamping = 0.0f; + + _rigidbody.useGravity = false; + _rigidbody.isKinematic = true; + } + + _capsuleCollider = GetComponent(); + } + + /// + /// Current plane constraint normal. + /// + + public Vector3 GetPlaneConstraintNormal() + { + return _constraintPlaneNormal; + } + + /// + /// Defines the axis that constraints movement, so movement along the given axis is not possible. + /// + + public void SetPlaneConstraint(PlaneConstraint constrainAxis, Vector3 planeNormal) + { + _planeConstraint = constrainAxis; + + switch (_planeConstraint) + { + case PlaneConstraint.None: + { + _constraintPlaneNormal = Vector3.zero; + + if (_rigidbody) + _rigidbody.constraints = RigidbodyConstraints.None; + + break; + } + + case PlaneConstraint.ConstrainXAxis: + { + _constraintPlaneNormal = Vector3.right; + + if (_rigidbody) + _rigidbody.constraints = RigidbodyConstraints.FreezePositionX; + + break; + } + + case PlaneConstraint.ConstrainYAxis: + { + _constraintPlaneNormal = Vector3.up; + + if (_rigidbody) + _rigidbody.constraints = RigidbodyConstraints.FreezePositionY; + + break; + } + + case PlaneConstraint.ConstrainZAxis: + { + _constraintPlaneNormal = Vector3.forward; + + if (_rigidbody) + _rigidbody.constraints = RigidbodyConstraints.FreezePositionZ; + + break; + } + + case PlaneConstraint.Custom: + { + _constraintPlaneNormal = planeNormal; + + if (_rigidbody) + _rigidbody.constraints = RigidbodyConstraints.None; + + break; + } + + default: + throw new ArgumentOutOfRangeException(); + } + } + + /// + /// Returns the given DIRECTION (Normalized) vector constrained to current constraint plane (if _constrainToPlane != None) + /// or given vector (if _constrainToPlane == None). + /// + + public Vector3 ConstrainDirectionToPlane(Vector3 direction) + { + return ConstrainVectorToPlane(direction).normalized; + } + + /// + /// Constrain the given vector to current PlaneConstraint (if any). + /// + + public Vector3 ConstrainVectorToPlane(Vector3 vector) + { + return isConstrainedToPlane ? vector.projectedOnPlane(_constraintPlaneNormal) : vector; + } + + /// + /// Clear last move CollisionFlags. + /// + + private void ResetCollisionFlags() + { + collisionFlags = CollisionFlags.None; + } + + /// + /// Append HitLocation to current CollisionFlags. + /// + + private void UpdateCollisionFlags(HitLocation hitLocation) + { + collisionFlags |= (CollisionFlags) hitLocation; + } + + /// + /// Determines the hit location WRT capsule for the given normal. + /// + + private HitLocation ComputeHitLocation(Vector3 inNormal) + { + float verticalComponent = inNormal.dot(_characterUp); + + if (verticalComponent > kHemisphereLimit) + return HitLocation.Below; + + return verticalComponent < -kHemisphereLimit ? HitLocation.Above : HitLocation.Sides; + } + + /// + /// Determines if the given collider and impact normal should be considered as walkable ground. + /// + + private bool IsWalkable(Collider inCollider, Vector3 inNormal) + { + // Do not bother if hit is not in capsule bottom sphere + + if (ComputeHitLocation(inNormal) != HitLocation.Below) + return false; + + // If collision behaviour callback is assigned, check walkable / not walkable flags + + if (collisionBehaviourCallback != null) + { + CollisionBehaviour collisionBehaviour = collisionBehaviourCallback.Invoke(inCollider); + + if (IsWalkable(collisionBehaviour)) + return Vector3.Dot(inNormal, _characterUp) > kMaxWalkableSlopeLimit; + + if (IsNotWalkable(collisionBehaviour)) + return Vector3.Dot(inNormal, _characterUp) > kMinWalkableSlopeLimit; + } + + // If slopeLimitOverride enable, check for SlopeLimitBehaviour component + + float actualSlopeLimit = _minSlopeLimit; + + if (_slopeLimitOverride && inCollider.TryGetComponent(out SlopeLimitBehaviour slopeLimitOverrideComponent)) + { + switch (slopeLimitOverrideComponent.walkableSlopeBehaviour) + { + case SlopeBehaviour.Walkable: + actualSlopeLimit = kMaxWalkableSlopeLimit; + break; + + case SlopeBehaviour.NotWalkable: + actualSlopeLimit = kMinWalkableSlopeLimit; + break; + + case SlopeBehaviour.Override: + actualSlopeLimit = slopeLimitOverrideComponent.slopeLimitCos; + break; + + case SlopeBehaviour.Default: + break; + } + } + + // Determine if the given normal is walkable + + return Vector3.Dot(inNormal, _characterUp) > actualSlopeLimit; + } + + /// + /// When moving on walkable ground, and hit a non-walkable, modify hit normal (eg: the blocking hit normal) + /// since We don't want to be pushed up an unwalkable surface, + /// or be pushed down into the ground when the impact is on the upper portion of the capsule. + /// + + private Vector3 ComputeBlockingNormal(Vector3 inNormal, bool isWalkable) + { + if ((isGrounded || _hasLanded) && !isWalkable) + { + Vector3 actualGroundNormal = _hasLanded ? _foundGround.normal : _currentGround.normal; + + Vector3 forward = actualGroundNormal.perpendicularTo(inNormal); + Vector3 blockingNormal = forward.perpendicularTo(_characterUp); + + if (Vector3.Dot(blockingNormal, inNormal) < 0.0f) + blockingNormal = -blockingNormal; + + if (!blockingNormal.isZero()) + inNormal = blockingNormal; + + return inNormal; + } + + return inNormal; + + } + + /// + /// Determines if the given collider should be filtered (ignored) or not. + /// Return true to filter collider (e.g. Ignore it), false otherwise. + /// + + private bool ShouldFilter(Collider otherCollider) + { + if (otherCollider == _capsuleCollider || otherCollider.attachedRigidbody == rigidbody) + return true; + + if (_ignoredColliders.Contains(otherCollider)) + return true; + + Rigidbody attachedRigidbody = otherCollider.attachedRigidbody; + if (attachedRigidbody && _ignoredRigidbodies.Contains(attachedRigidbody)) + return true; + + return colliderFilterCallback != null && colliderFilterCallback.Invoke(otherCollider); + } + + /// + /// Makes the character's collider (eg: CapsuleCollider) to ignore all collisions vs otherCollider. + /// NOTE: The character can still collide with other during a Move call if otherCollider is in CollisionLayers mask. + /// + + public void CapsuleIgnoreCollision(Collider otherCollider, bool ignore = true) + { + if (otherCollider == null) + return; + + Physics.IgnoreCollision(_capsuleCollider, otherCollider, ignore); + } + + /// + /// Makes the character to ignore all collisions vs otherCollider. + /// + + public void IgnoreCollision(Collider otherCollider, bool ignore = true) + { + if (otherCollider == null) + return; + + if (ignore) + _ignoredColliders.Add(otherCollider); + else + _ignoredColliders.Remove(otherCollider); + } + + /// + /// Makes the character to ignore collisions vs all colliders attached to the otherRigidbody. + /// + + public void IgnoreCollision(Rigidbody otherRigidbody, bool ignore = true) + { + if (otherRigidbody == null) + return; + + if (ignore) + _ignoredRigidbodies.Add(otherRigidbody); + else + _ignoredRigidbodies.Remove(otherRigidbody); + } + + /// + /// Clear last Move collision results. + /// + + private void ClearCollisionResults() + { + _collisionCount = 0; + } + + /// + /// Add a CollisionResult to collisions list found during Move. + /// If CollisionResult is vs otherRigidbody add first one only. + /// + + private void AddCollisionResult(ref CollisionResult collisionResult) + { + UpdateCollisionFlags(collisionResult.hitLocation); + + if (collisionResult.rigidbody) + { + // Do not process as dynamic collisions, any collision against current riding platform + + if (collisionResult.rigidbody == _movingPlatform.platform) + return; + + // We only care about the first collision with a rigidbody + + for (int i = 0; i < _collisionCount; i++) + { + if (collisionResult.rigidbody == _collisionResults[i].rigidbody) + return; + } + } + + if (_collisionCount < kMaxCollisionCount) + _collisionResults[_collisionCount++] = collisionResult; + } + + /// + /// Return the number of collisions found during last Move call. + /// + + public int GetCollisionCount() + { + return _collisionCount; + } + + /// + /// Retrieves a CollisionResult from last Move call list. + /// + + public CollisionResult GetCollisionResult(int index) + { + return _collisionResults[index]; + } + + /// + /// Compute the minimal translation distance (MTD) required to separate the given colliders apart at specified poses. + /// Uses an inflated capsule for better results. + /// + + private bool ComputeInflatedMTD(Vector3 characterPosition, Quaternion characterRotation, float mtdInflation, + Collider hitCollider, Transform hitTransform, out Vector3 mtdDirection, out float mtdDistance) + { + mtdDirection = Vector3.zero; + mtdDistance = 0.0f; + + _capsuleCollider.radius = _radius + mtdInflation * 1.0f; + _capsuleCollider.height = _height + mtdInflation * 2.0f; + + bool mtdResult = Physics.ComputePenetration(_capsuleCollider, characterPosition, characterRotation, + hitCollider, hitTransform.position, hitTransform.rotation, out Vector3 recoverDirection, out float recoverDistance); + + if (mtdResult) + { + if (IsFinite(recoverDirection)) + { + mtdDirection = recoverDirection; + mtdDistance = Mathf.Max(Mathf.Abs(recoverDistance) - mtdInflation, 0.0f) + kKindaSmallNumber; + } + else + { + Debug.LogWarning($"Warning: ComputeInflatedMTD_Internal: MTD returned NaN " + recoverDirection.ToString("F4")); + } + } + + _capsuleCollider.radius = _radius; + _capsuleCollider.height = _height; + + return mtdResult; + } + + /// + /// Compute the minimal translation distance (MTD) required to separate the given colliders apart at specified poses. + /// Uses an inflated capsule for better results, try MTD with a small inflation for better accuracy, then a larger one in case the first one fails due to precision issues. + /// + + private bool ComputeMTD(Vector3 characterPosition, Quaternion characterRotation, Collider hitCollider, Transform hitTransform, out Vector3 mtdDirection, out float mtdDistance) + { + const float kSmallMTDInflation = 0.0025f; + const float kLargeMTDInflation = 0.0175f; + + if (ComputeInflatedMTD(characterPosition, characterRotation, kSmallMTDInflation, hitCollider, hitTransform, out mtdDirection, out mtdDistance) || + ComputeInflatedMTD(characterPosition, characterRotation, kLargeMTDInflation, hitCollider, hitTransform, out mtdDirection, out mtdDistance)) + { + // Success + + return true; + } + + // Failure + + return false; + } + + /// + /// Resolves any character's volume overlaps against specified colliders. + /// + + private void ResolveOverlaps(DepenetrationBehaviour depenetrationBehaviour = DepenetrationBehaviour.IgnoreNone) + { + if (!detectCollisions) + return; + + bool ignoreStatic = (depenetrationBehaviour & DepenetrationBehaviour.IgnoreStatic) != 0; + bool ignoreDynamic = (depenetrationBehaviour & DepenetrationBehaviour.IgnoreDynamic) != 0; + bool ignoreKinematic = (depenetrationBehaviour & DepenetrationBehaviour.IgnoreKinematic) != 0; + + for (int i = 0; i < _advanced.maxDepenetrationIterations; i++) + { + Vector3 top = updatedPosition + _transformedCapsuleTopCenter; + Vector3 bottom = updatedPosition + _transformedCapsuleBottomCenter; + + int overlapCount = Physics.OverlapCapsuleNonAlloc(bottom, top, _radius, _overlaps, _collisionLayers, triggerInteraction); + if (overlapCount == 0) + break; + + for (int j = 0; j < overlapCount; j++) + { + Collider overlappedCollider = _overlaps[j]; + + if (ShouldFilter(overlappedCollider)) + continue; + + Rigidbody attachedRigidbody = overlappedCollider.attachedRigidbody; + + if (ignoreStatic && attachedRigidbody == null) + continue; + + if (attachedRigidbody) + { + bool isKinematic = attachedRigidbody.isKinematic; + + if (ignoreKinematic && isKinematic) + continue; + + if (ignoreDynamic && !isKinematic) + continue; + } + + if (ComputeMTD(updatedPosition, updatedRotation, overlappedCollider, overlappedCollider.transform, out Vector3 recoverDirection, out float recoverDistance)) + { + recoverDirection = ConstrainDirectionToPlane(recoverDirection); + + HitLocation hitLocation = ComputeHitLocation(recoverDirection); + + bool isWalkable = IsWalkable(overlappedCollider, recoverDirection); + + Vector3 impactNormal = ComputeBlockingNormal(recoverDirection, isWalkable); + + updatedPosition += impactNormal * (recoverDistance + kPenetrationOffset); + + if (_collisionCount < kMaxCollisionCount) + { + Vector3 point; + + if (hitLocation == HitLocation.Above) + point = updatedPosition + _transformedCapsuleTopCenter - recoverDirection * _radius; + else if (hitLocation == HitLocation.Below) + point = updatedPosition + _transformedCapsuleBottomCenter - recoverDirection * _radius; + else + point = updatedPosition + _transformedCapsuleCenter - recoverDirection * _radius; + + CollisionResult collisionResult = new CollisionResult + { + startPenetrating = true, + + hitLocation = hitLocation, + isWalkable = isWalkable, + + position = updatedPosition, + + velocity = _velocity, + otherVelocity = GetRigidbodyVelocity(attachedRigidbody, point), + + point = point, + normal = impactNormal, + + surfaceNormal = impactNormal, + + collider = overlappedCollider + }; + + AddCollisionResult(ref collisionResult); + } + } + } + } + } + + /// + /// Check the given capsule against the physics world and return all overlapping colliders. + /// Return overlapped colliders count. + /// + + public int OverlapTest(Vector3 characterPosition, Quaternion characterRotation, float testRadius, + float testHeight, int layerMask, Collider[] results, QueryTriggerInteraction queryTriggerInteraction) + { + MakeCapsule(testRadius, testHeight, out Vector3 _, out Vector3 bottomCenter, out Vector3 topCenter); + + Vector3 top = characterPosition + characterRotation * topCenter; + Vector3 bottom = characterPosition + characterRotation * bottomCenter; + + int rawOverlapCount = + Physics.OverlapCapsuleNonAlloc(bottom, top, testRadius, results, layerMask, queryTriggerInteraction); + + if (rawOverlapCount == 0) + return 0; + + int filteredOverlapCount = rawOverlapCount; + + for (int i = 0; i < rawOverlapCount; i++) + { + Collider overlappedCollider = results[i]; + + if (ShouldFilter(overlappedCollider)) + { + if (i < --filteredOverlapCount) + results[i] = results[filteredOverlapCount]; + } + } + + return filteredOverlapCount; + } + + /// + /// Check the given capsule against the physics world and return all overlapping colliders. + /// Return an array of overlapped colliders. + /// + + public Collider[] OverlapTest(Vector3 characterPosition, Quaternion characterRotation, float testRadius, + float testHeight, int layerMask, QueryTriggerInteraction queryTriggerInteraction, out int overlapCount) + { + overlapCount = OverlapTest(characterPosition, characterRotation, testRadius, testHeight, layerMask, + _overlaps, queryTriggerInteraction); + + return _overlaps; + } + + /// + /// Check the character's capsule against the physics world and return all overlapping colliders. + /// Return an array of overlapped colliders. + /// + + public Collider[] OverlapTest(int layerMask, QueryTriggerInteraction queryTriggerInteraction, + out int overlapCount) + { + overlapCount = + OverlapTest(position, rotation, radius, height, layerMask, _overlaps, queryTriggerInteraction); + + return _overlaps; + } + + /// + /// Checks if any colliders overlaps the character's capsule-shaped volume in world space using testHeight as capsule's height. + /// Returns true if there is a blocking overlap, false otherwise. + /// + + public bool CheckCapsule() + { + IgnoreCollision(_movingPlatform.platform); + + int overlapCount = + OverlapTest(position, rotation, radius, height, collisionLayers, _overlaps, triggerInteraction); + + IgnoreCollision(_movingPlatform.platform, false); + + return overlapCount > 0; + } + + /// + /// Checks if any colliders overlaps the character's capsule-shaped volume in world space using testHeight as capsule's height. + /// Returns true if there is a blocking overlap, false otherwise. + /// + + public bool CheckHeight(float testHeight) + { + IgnoreCollision(_movingPlatform.platform); + + int overlapCount = + OverlapTest(position, rotation, radius, testHeight, collisionLayers, _overlaps, triggerInteraction); + + IgnoreCollision(_movingPlatform.platform, false); + + return overlapCount > 0; + } + + /// + /// Return true if the 2D distance to the impact point is inside the edge tolerance (CapsuleRadius minus a small rejection threshold). + /// Useful for rejecting adjacent hits when finding a ground or landing spot. + /// + + public bool IsWithinEdgeTolerance(Vector3 characterPosition, Vector3 inPoint, float testRadius) + { + float distFromCenterSq = (inPoint - characterPosition).projectedOnPlane(_characterUp).sqrMagnitude; + + float reducedRadius = Mathf.Max(kSweepEdgeRejectDistance + kKindaSmallNumber, + testRadius - kSweepEdgeRejectDistance); + + return distFromCenterSq < reducedRadius * reducedRadius; + } + + /// + /// Determine whether we should try to find a valid landing spot after an impact with an invalid one (based on the Hit result). + /// For example, landing on the lower portion of the capsule on the edge of geometry may be a walkable surface, but could have reported an unwalkable surface normal. + /// + + private bool ShouldCheckForValidLandingSpot(ref CollisionResult inCollision) + { + // See if we hit an edge of a surface on the lower portion of the capsule. + // In this case the normal will not equal the surface normal, and a downward sweep may find a walkable surface on top of the edge. + + if (inCollision.hitLocation == HitLocation.Below && inCollision.normal != inCollision.surfaceNormal) + { + if (IsWithinEdgeTolerance(updatedPosition, inCollision.point, _radius)) + return true; + } + + return false; + } + + /// + /// Verify that the supplied CollisionResult is a valid landing spot when falling. + /// + + private bool IsValidLandingSpot(Vector3 characterPosition, ref CollisionResult inCollision) + { + // Reject unwalkable ground normals. + + if (!inCollision.isWalkable) + return false; + + // Reject hits that are above our lower hemisphere (can happen when sliding down a vertical surface). + + if (inCollision.hitLocation != HitLocation.Below) + return false; + + // Reject hits that are barely on the cusp of the radius of the capsule + + if (!IsWithinEdgeTolerance(characterPosition, inCollision.point, _radius)) + { + inCollision.isWalkable = false; + + return false; + } + + FindGround(characterPosition, out FindGroundResult groundResult); + { + inCollision.isWalkable = groundResult.isWalkableGround; + + if (inCollision.isWalkable) + { + _foundGround = groundResult; + + return true; + } + } + + return false; + } + + /// + /// Casts a ray, from point origin, in direction direction, of length distance, against specified colliders (by layerMask) in the Scene. + /// + + public bool Raycast(Vector3 origin, Vector3 direction, float distance, int layerMask, out RaycastHit hitResult, + float thickness = 0.0f) + { + hitResult = default; + + int rawHitCount = thickness == 0.0f + ? Physics.RaycastNonAlloc(origin, direction, _hits, distance, layerMask, triggerInteraction) + : Physics.SphereCastNonAlloc(origin - direction * thickness, thickness, direction, _hits, distance, layerMask, triggerInteraction); + + if (rawHitCount == 0) + return false; + + float closestDistance = Mathf.Infinity; + + int hitIndex = -1; + for (int i = 0; i < rawHitCount; i++) + { + ref RaycastHit hit = ref _hits[i]; + if (hit.distance <= 0.0f || ShouldFilter(hit.collider)) + continue; + + if (hit.distance < closestDistance) + { + closestDistance = hit.distance; + hitIndex = i; + } + } + + if (hitIndex != -1) + { + hitResult = _hits[hitIndex]; + return true; + } + + return false; + } + + /// + /// Casts a capsule against all colliders in the Scene and returns detailed information on what was hit. + /// Returns True when the capsule sweep intersects any collider, otherwise false. + /// + + private bool CapsuleCast(Vector3 characterPosition, float castRadius, Vector3 castDirection, float castDistance, + int layerMask, out RaycastHit hitResult, out bool startPenetrating) + { + hitResult = default; + startPenetrating = false; + + Vector3 top = characterPosition + _transformedCapsuleTopCenter; + Vector3 bottom = characterPosition + _transformedCapsuleBottomCenter; + + int rawHitCount = Physics.CapsuleCastNonAlloc(bottom, top, castRadius, castDirection, _hits, castDistance, + layerMask, triggerInteraction); + + if (rawHitCount == 0) + return false; + + float closestDistance = Mathf.Infinity; + + int hitIndex = -1; + for (int i = 0; i < rawHitCount; i++) + { + ref RaycastHit hit = ref _hits[i]; + if (ShouldFilter(hit.collider)) + continue; + + if (hit.distance <= 0.0f) + startPenetrating = true; + else if (hit.distance < closestDistance) + { + closestDistance = hit.distance; + hitIndex = i; + } + } + + if (hitIndex != -1) + { + hitResult = _hits[hitIndex]; + return true; + } + + return false; + } + + /// + /// Sorts (asc) the given array by distance (insertion sort). + /// + + private static void SortArray(RaycastHit[] array, int length) + { + for (int i = 1; i < length; i++) + { + RaycastHit key = array[i]; + int flag = 0; + + for (int j = i - 1; j >= 0 && flag != 1;) + { + if (key.distance < array[j].distance) + { + array[j + 1] = array[j]; + j--; + array[j + 1] = key; + } + else flag = 1; + } + } + } + + /// + /// Casts a capsule against all colliders in the Scene and returns detailed information on what was hit. + /// Returns True when the capsule sweep intersects any collider, otherwise false. + /// Unlike previous version this correctly return (if desired) valid hits for blocking overlaps along with MTD to resolve penetration. + /// + + private bool CapsuleCastEx(Vector3 characterPosition, float castRadius, Vector3 castDirection, float castDistance, int layerMask, + out RaycastHit hitResult, out bool startPenetrating, out Vector3 recoverDirection, out float recoverDistance, bool ignoreNonBlockingOverlaps = false) + { + hitResult = default; + + startPenetrating = default; + recoverDirection = default; + recoverDistance = default; + + Vector3 top = characterPosition + _transformedCapsuleTopCenter; + Vector3 bottom = characterPosition + _transformedCapsuleBottomCenter; + + int rawHitCount = + Physics.CapsuleCastNonAlloc(bottom, top, castRadius, castDirection, _hits, castDistance, layerMask, triggerInteraction); + + if (rawHitCount == 0) + return false; + + for (int i = 0; i < rawHitCount; i++) + { + ref RaycastHit hit = ref _hits[i]; + if (ShouldFilter(hit.collider)) + continue; + + bool isOverlapping = hit.distance <= 0.0f; + if (isOverlapping) + { + if (ComputeMTD(characterPosition, updatedRotation, hit.collider, hit.collider.transform, out Vector3 mtdDirection, out float mtdDistance)) + { + mtdDirection = ConstrainDirectionToPlane(mtdDirection); + + HitLocation hitLocation = ComputeHitLocation(mtdDirection); + + Vector3 point; + if (hitLocation == HitLocation.Above) + point = characterPosition + _transformedCapsuleTopCenter - mtdDirection * _radius; + else if (hitLocation == HitLocation.Below) + point = characterPosition + _transformedCapsuleBottomCenter - mtdDirection * _radius; + else + point = characterPosition + _transformedCapsuleCenter - mtdDirection * _radius; + + Vector3 impactNormal = ComputeBlockingNormal(mtdDirection, IsWalkable(hit.collider, mtdDirection)); + + hit.point = point; + hit.normal = impactNormal; + hit.distance = -mtdDistance; + } + } + } + + //@Deprecated, this caused memory allocations due the use of IComparer + //Array.Sort(_hits, 0, rawHitCount, _hitComparer); + + if (rawHitCount > 2) + { + SortArray(_hits, rawHitCount); + } + + float mostOpposingDot = Mathf.Infinity; + + int hitIndex = -1; + for (int i = 0; i < rawHitCount; i++) + { + ref RaycastHit hit = ref _hits[i]; + if (ShouldFilter(hit.collider)) + continue; + + bool isOverlapping = hit.distance <= 0.0f && !hit.point.isZero(); + if (isOverlapping) + { + // Overlaps + + float movementDotNormal = Vector3.Dot(castDirection, hit.normal); + + if (ignoreNonBlockingOverlaps) + { + // If we started penetrating, we may want to ignore it if we are moving out of penetration. + // This helps prevent getting stuck in walls. + + bool isMovingOut = movementDotNormal > 0.0f; + if (isMovingOut) + continue; + } + + if (movementDotNormal < mostOpposingDot) + { + mostOpposingDot = movementDotNormal; + hitIndex = i; + } + } + else if (hitIndex == -1) + { + // Hits + // First non-overlapping blocking hit should be used, if no valid overlapping hit was found (ie, hitIndex == -1). + + hitIndex = i; + break; + } + } + + if (hitIndex >= 0) + { + hitResult = _hits[hitIndex]; + + if (hitResult.distance <= 0.0f) + { + startPenetrating = true; + recoverDirection = hitResult.normal; + recoverDistance = Mathf.Abs(hitResult.distance); + } + + return true; + } + + return false; + } + + /// + /// Tests if the character would collide with anything, if it was moved through the Scene. + /// Returns True when the rigidbody sweep intersects any collider, otherwise false. + /// + + private bool SweepTest(Vector3 sweepOrigin, float sweepRadius, Vector3 sweepDirection, float sweepDistance, + int sweepLayerMask, out RaycastHit hitResult, out bool startPenetrating) + { + // Cast further than the distance we need, to try to take into account small edge cases (e.g. Casts fail + // when moving almost parallel to an obstacle for small distances). + + hitResult = default; + + bool innerCapsuleHit = + CapsuleCast(sweepOrigin, sweepRadius, sweepDirection, sweepDistance + sweepRadius, sweepLayerMask, + out RaycastHit innerCapsuleHitResult, out startPenetrating) && innerCapsuleHitResult.distance <= sweepDistance; + + float outerCapsuleRadius = sweepRadius + kContactOffset; + + bool outerCapsuleHit = + CapsuleCast(sweepOrigin, outerCapsuleRadius, sweepDirection, sweepDistance + outerCapsuleRadius, + sweepLayerMask, out RaycastHit outerCapsuleHitResult, out _) && outerCapsuleHitResult.distance <= sweepDistance; + + bool foundBlockingHit = innerCapsuleHit || outerCapsuleHit; + if (!foundBlockingHit) + return false; + + if (!outerCapsuleHit) + { + hitResult = innerCapsuleHitResult; + hitResult.distance = Mathf.Max(0.0f, hitResult.distance - kContactOffset); + } + else if (innerCapsuleHit && innerCapsuleHitResult.distance < outerCapsuleHitResult.distance) + { + hitResult = innerCapsuleHitResult; + hitResult.distance = Mathf.Max(0.0f, hitResult.distance - kContactOffset); + } + else + { + hitResult = outerCapsuleHitResult; + hitResult.distance = Mathf.Max(0.0f, hitResult.distance - kSmallContactOffset); + } + + return true; + } + + /// + /// Tests if the character would collide with anything, if it was moved through the Scene. + /// Returns True when the rigidbody sweep intersects any collider, otherwise false. + /// Unlike previous version this correctly return (if desired) valid hits for blocking overlaps along with MTD to resolve penetration. + /// + + private bool SweepTestEx(Vector3 sweepOrigin, float sweepRadius, Vector3 sweepDirection, float sweepDistance, int sweepLayerMask, + out RaycastHit hitResult, out bool startPenetrating, out Vector3 recoverDirection, out float recoverDistance, bool ignoreBlockingOverlaps = false) + { + // Cast further than the distance we need, to try to take into account small edge cases (e.g. Casts fail + // when moving almost parallel to an obstacle for small distances). + + hitResult = default; + + bool innerCapsuleHit = + CapsuleCastEx(sweepOrigin, sweepRadius, sweepDirection, sweepDistance + sweepRadius, sweepLayerMask, + out RaycastHit innerCapsuleHitResult, out startPenetrating, out recoverDirection, out recoverDistance, ignoreBlockingOverlaps) && innerCapsuleHitResult.distance <= sweepDistance; + + if (innerCapsuleHit && startPenetrating) + { + hitResult = innerCapsuleHitResult; + hitResult.distance = Mathf.Max(0.0f, hitResult.distance - kSmallContactOffset); + + return true; + } + + float outerCapsuleRadius = sweepRadius + kContactOffset; + + bool outerCapsuleHit = + CapsuleCast(sweepOrigin, outerCapsuleRadius, sweepDirection, sweepDistance + outerCapsuleRadius, sweepLayerMask, + out RaycastHit outerCapsuleHitResult, out _) && outerCapsuleHitResult.distance <= sweepDistance; + + bool foundBlockingHit = innerCapsuleHit || outerCapsuleHit; + if (!foundBlockingHit) + return false; + + if (!outerCapsuleHit) + { + hitResult = innerCapsuleHitResult; + hitResult.distance = Mathf.Max(0.0f, hitResult.distance - kContactOffset); + } + else if (innerCapsuleHit && innerCapsuleHitResult.distance < outerCapsuleHitResult.distance) + { + hitResult = innerCapsuleHitResult; + hitResult.distance = Mathf.Max(0.0f, hitResult.distance - kContactOffset); + } + else + { + hitResult = outerCapsuleHitResult; + hitResult.distance = Mathf.Max(0.0f, hitResult.distance - kSmallContactOffset); + } + + return true; + } + + private bool ResolvePenetration(Vector3 displacement, Vector3 proposedAdjustment) + { + Vector3 adjustment = ConstrainVectorToPlane(proposedAdjustment); + if (adjustment.isZero()) + return false; + + // We really want to make sure that precision differences or differences between the overlap test and sweep tests don't put us into another overlap, + // so make the overlap test a bit more restrictive. + + const float kOverlapInflation = 0.001f; + + if (!(OverlapTest(updatedPosition + adjustment, updatedRotation, _radius + kOverlapInflation, _height, _collisionLayers, _overlaps, triggerInteraction) > 0)) + { + // Safe to move without sweeping + + updatedPosition += adjustment; + + return true; + } + else + { + Vector3 lastPosition = updatedPosition; + + // Try sweeping as far as possible, ignoring non-blocking overlaps, otherwise we wouldn't be able to sweep out of the object to fix the penetration. + + bool hit = CapsuleCastEx(updatedPosition, _radius, adjustment.normalized, adjustment.magnitude, _collisionLayers, + out RaycastHit sweepHitResult, out bool startPenetrating, out Vector3 recoverDirection, out float recoverDistance, true); + + if (!hit) + updatedPosition += adjustment; + else + updatedPosition += adjustment.normalized * Mathf.Max(sweepHitResult.distance - kSmallContactOffset, 0.0f); + + // Still stuck? + + bool moved = updatedPosition != lastPosition; + if (!moved && startPenetrating) + { + // Combine two MTD results to get a new direction that gets out of multiple surfaces. + + Vector3 secondMTD = recoverDirection * (recoverDistance + kContactOffset + kPenetrationOffset); + Vector3 combinedMTD = adjustment + secondMTD; + + if (secondMTD != adjustment && !combinedMTD.isZero()) + { + lastPosition = updatedPosition; + + hit = CapsuleCastEx(updatedPosition, _radius, combinedMTD.normalized, combinedMTD.magnitude, + _collisionLayers, out sweepHitResult, out _, out _, out _, true); + + if (!hit) + updatedPosition += combinedMTD; + else + updatedPosition += combinedMTD.normalized * Mathf.Max(sweepHitResult.distance - kSmallContactOffset, 0.0f); + + moved = updatedPosition != lastPosition; + } + } + + // Still stuck? + + if (!moved) + { + // Try moving the proposed adjustment plus the attempted move direction. + // This can sometimes get out of penetrations with multiple objects. + + Vector3 moveDelta = ConstrainVectorToPlane(displacement); + if (!moveDelta.isZero()) + { + lastPosition = updatedPosition; + + Vector3 newAdjustment = adjustment + moveDelta; + hit = CapsuleCastEx(updatedPosition, _radius, newAdjustment.normalized, newAdjustment.magnitude, + _collisionLayers, out sweepHitResult, out _, out _, out _, true); + + if (!hit) + updatedPosition += newAdjustment; + else + updatedPosition += newAdjustment.normalized * Mathf.Max(sweepHitResult.distance - kSmallContactOffset, 0.0f); + + moved = updatedPosition != lastPosition; + + // Finally, try the original move without MTD adjustments, but allowing depenetration along the MTD normal. + // This was blocked because ignoreBlockingOverlaps was false for the original move to try a better depenetration normal, but we might be running in to other geometry in the attempt. + // This won't necessarily get us all the way out of penetration, but can in some cases and does make progress in exiting the penetration. + + if (!moved && Vector3.Dot(moveDelta, adjustment) > 0.0f) + { + lastPosition = updatedPosition; + + hit = CapsuleCastEx(updatedPosition, _radius, moveDelta.normalized, moveDelta.magnitude, + _collisionLayers, out sweepHitResult, out _, out _, out _, true); + + if (!hit) + updatedPosition += moveDelta; + else + updatedPosition += moveDelta.normalized * Mathf.Max(sweepHitResult.distance - kSmallContactOffset, 0.0f); + + moved = updatedPosition != lastPosition; + } + } + } + + return moved; + } + } + + /// + /// Sweeps the character's volume along its displacement vector, stopping at near hit point if collision is detected or applies full displacement if not. + /// Returns True when the rigidbody sweep intersects any collider, otherwise false. + /// + + private bool MovementSweepTest(Vector3 characterPosition, Vector3 inVelocity, Vector3 displacement, + out CollisionResult collisionResult) + { + collisionResult = default; + + Vector3 sweepOrigin = characterPosition; + Vector3 sweepDirection = displacement.normalized; + + float sweepRadius = _radius; + float sweepDistance = displacement.magnitude; + + int sweepLayerMask = _collisionLayers; + + bool hit = SweepTestEx(sweepOrigin, sweepRadius, sweepDirection, sweepDistance, sweepLayerMask, + out RaycastHit hitResult, out bool startPenetrating, out Vector3 recoverDirection, out float recoverDistance); + + if (startPenetrating) + { + // Handle initial penetrations + + Vector3 requestedAdjustment = recoverDirection * (recoverDistance + kContactOffset + kPenetrationOffset); + + if (ResolvePenetration(displacement, requestedAdjustment)) + { + // Retry original movement + + sweepOrigin = updatedPosition; + hit = SweepTestEx(sweepOrigin, sweepRadius, sweepDirection, sweepDistance, sweepLayerMask, + out hitResult, out startPenetrating, out _, out _); + } + } + + if (!hit) + return false; + + HitLocation hitLocation = ComputeHitLocation(hitResult.normal); + + Vector3 displacementToHit = sweepDirection * hitResult.distance; + Vector3 remainingDisplacement = displacement - displacementToHit; + + Vector3 hitPosition = sweepOrigin + displacementToHit; + + Vector3 surfaceNormal = hitResult.normal; + + bool isWalkable = false; + bool hitGround = hitLocation == HitLocation.Below; + + if (hitGround) + { + surfaceNormal = FindGeomOpposingNormal(displacement, ref hitResult); + + isWalkable = IsWalkable(hitResult.collider, surfaceNormal); + } + + collisionResult = new CollisionResult + { + startPenetrating = startPenetrating, + + hitLocation = hitLocation, + isWalkable = isWalkable, + + position = hitPosition, + + velocity = inVelocity, + otherVelocity = GetRigidbodyVelocity(hitResult.rigidbody, hitResult.point), + + point = hitResult.point, + normal = hitResult.normal, + + surfaceNormal = surfaceNormal, + + displacementToHit = displacementToHit, + remainingDisplacement = remainingDisplacement, + + collider = hitResult.collider, + + hitResult = hitResult + }; + + return true; + } + + /// + /// Sweeps the character's volume along its displacement vector, stopping at near hit point if collision is detected. + /// Returns True when the rigidbody sweep intersects any collider, otherwise false. + /// + + public bool MovementSweepTest(Vector3 characterPosition, Vector3 sweepDirection, float sweepDistance, + out CollisionResult collisionResult) + { + return MovementSweepTest(characterPosition, velocity, sweepDirection * sweepDistance, out collisionResult); + } + + /// + /// Limit the slide vector when falling if the resulting slide might boost the character faster upwards. + /// + + private Vector3 HandleSlopeBoosting(Vector3 slideResult, Vector3 displacement, Vector3 inNormal) + { + Vector3 result = slideResult; + + float yResult = Vector3.Dot(result, _characterUp); + if (yResult > 0.0f) + { + // Don't move any higher than we originally intended. + + float yLimit = Vector3.Dot(displacement, _characterUp); + if (yResult - yLimit > kKindaSmallNumber) + { + if (yLimit > 0.0f) + { + // Rescale the entire vector (not just the Z component) otherwise we change the direction and likely head right back into the impact. + + float upPercent = yLimit / yResult; + result *= upPercent; + } + else + { + // We were heading down but were going to deflect upwards. Just make the deflection horizontal. + + result = Vector3.zero; + } + + // Make remaining portion of original result horizontal and parallel to impact normal. + + Vector3 lateralRemainder = (slideResult - result).projectedOnPlane(_characterUp); + Vector3 lateralNormal = inNormal.projectedOnPlane(_characterUp).normalized; + Vector3 adjust = lateralRemainder.projectedOnPlane(lateralNormal); + + result += adjust; + } + } + + return result; + } + + /// + /// Calculate slide vector along a surface. + /// + + private Vector3 ComputeSlideVector(Vector3 displacement, Vector3 inNormal, bool isWalkable) + { + if (isGrounded) + { + if (isWalkable) + displacement = displacement.tangentTo(inNormal, _characterUp); + else + { + Vector3 right = inNormal.perpendicularTo(groundNormal); + Vector3 up = right.perpendicularTo(inNormal); + + displacement = displacement.projectedOnPlane(inNormal); + displacement = displacement.tangentTo(up, _characterUp); + } + } + else + { + if (isWalkable) + { + if (_isConstrainedToGround) + displacement = displacement.projectedOnPlane(_characterUp); + + displacement = displacement.projectedOnPlane(inNormal); + } + else + { + Vector3 slideResult = displacement.projectedOnPlane(inNormal); + + if (_isConstrainedToGround) + slideResult = HandleSlopeBoosting(slideResult, displacement, inNormal); + + displacement = slideResult; + } + } + + return ConstrainVectorToPlane(displacement); + } + + /// + /// Resolve collisions of Character's bounding volume during a Move call. + /// + + private int SlideAlongSurface(int iteration, Vector3 inputDisplacement, ref Vector3 inVelocity, + ref Vector3 displacement, ref CollisionResult inHit, ref Vector3 prevNormal) + { + if (useFlatTop && inHit.hitLocation == HitLocation.Above) + { + Vector3 surfaceNormal = FindBoxOpposingNormal(displacement, inHit.normal, inHit.transform); + + if (inHit.normal != surfaceNormal) + { + inHit.normal = surfaceNormal; + inHit.surfaceNormal = surfaceNormal; + } + } + + inHit.normal = ComputeBlockingNormal(inHit.normal, inHit.isWalkable); + + if (inHit.isWalkable && isConstrainedToGround) + { + inVelocity = ComputeSlideVector(inVelocity, inHit.normal, true); + displacement = ComputeSlideVector(displacement, inHit.normal, true); + } + else + { + if (iteration == 0) + { + inVelocity = ComputeSlideVector(inVelocity, inHit.normal, inHit.isWalkable); + displacement = ComputeSlideVector(displacement, inHit.normal, inHit.isWalkable); + + iteration++; + } + else if (iteration == 1) + { + Vector3 crease = prevNormal.perpendicularTo(inHit.normal); + + Vector3 oVel = inputDisplacement.projectedOnPlane(crease); + + Vector3 nVel = ComputeSlideVector(displacement, inHit.normal, inHit.isWalkable); + nVel = nVel.projectedOnPlane(crease); + + if (oVel.dot(nVel) <= 0.0f || prevNormal.dot(inHit.normal) < 0.0f) + { + inVelocity = ConstrainVectorToPlane(inVelocity.projectedOn(crease)); + displacement = ConstrainVectorToPlane(displacement.projectedOn(crease)); + + ++iteration; + } + else + { + inVelocity = ComputeSlideVector(inVelocity, inHit.normal, inHit.isWalkable); + displacement = ComputeSlideVector(displacement, inHit.normal, inHit.isWalkable); + } + } + else + { + inVelocity = Vector3.zero; + displacement = Vector3.zero; + } + + prevNormal = inHit.normal; + } + + return iteration; + } + + /// + /// Performs collision constrained movement. + /// This refers to the process of smoothly sliding a moving entity along any obstacles encountered. + /// Updates _probingPosition. + /// + + private void PerformMovement(float deltaTime) + { + // Resolve initial overlaps + + DepenetrationBehaviour depenetrationFlags = !enablePhysicsInteraction + ? DepenetrationBehaviour.IgnoreDynamic + : DepenetrationBehaviour.IgnoreNone; + + ResolveOverlaps(depenetrationFlags); + + // + // If grounded, discard velocity vertical component + + if (isGrounded) + _velocity = _velocity.projectedOnPlane(_characterUp); + + // Compute displacement + + Vector3 displacement = _velocity * deltaTime; + + // + // If grounded, reorient DISPLACEMENT along current ground normal + + if (isGrounded) + { + displacement = displacement.tangentTo(groundNormal, _characterUp); + displacement = ConstrainVectorToPlane(displacement); + } + + // + // Cache pre movement displacement + + Vector3 inputDisplacement = displacement; + + // + // Prevent moving into current BLOCKING overlaps, treat those as collisions and slide along + + int iteration = 0; + Vector3 prevNormal = default; + + for (int i = 0; i < _collisionCount; i++) + { + ref CollisionResult collisionResult = ref _collisionResults[i]; + + bool opposesMovement = displacement.dot(collisionResult.normal) < 0.0f; + if (!opposesMovement) + continue; + + // If falling, check if hit is a valid landing spot + + if (isConstrainedToGround && !isOnWalkableGround) + { + if (IsValidLandingSpot(updatedPosition, ref collisionResult)) + { + _hasLanded = true; + landedVelocity = collisionResult.velocity; + } + else + { + // See if we can convert a normally invalid landing spot (based on the hit result) to a usable one. + + if (collisionResult.hitLocation == HitLocation.Below) + { + FindGround(updatedPosition, out FindGroundResult groundResult); + + collisionResult.isWalkable = groundResult.isWalkableGround; + if (collisionResult.isWalkable) + { + _foundGround = groundResult; + + _hasLanded = true; + landedVelocity = collisionResult.velocity; + } + } + } + + // If failed to find a valid landing spot but hit ground, update _foundGround with sweep hit result + + if (!_hasLanded && collisionResult.hitLocation == HitLocation.Below) + { + _foundGround.SetFromSweepResult(true, false, updatedPosition, collisionResult.point, + collisionResult.normal, collisionResult.surfaceNormal, collisionResult.collider, + collisionResult.hitResult.distance); + } + } + + // + // Slide along blocking overlap + + iteration = SlideAlongSurface(iteration, inputDisplacement, ref _velocity, ref displacement, + ref collisionResult, ref prevNormal); + } + + // + // Perform collision constrained movement (aka: collide and slide) + + int maxSlideCount = _advanced.maxMovementIterations; + while (detectCollisions && maxSlideCount-- > 0 && displacement.sqrMagnitude > _advanced.minMoveDistanceSqr) + { + bool collided = MovementSweepTest(updatedPosition, _velocity, displacement, + out CollisionResult collisionResult); + + if (!collided) + break; + + // Apply displacement up to hit (near position) and update displacement with remaining displacement + + updatedPosition += collisionResult.displacementToHit; + + displacement = collisionResult.remainingDisplacement; + + // Hit a 'barrier', try to step up + + if (isGrounded && !collisionResult.isWalkable) + { + if (CanStepUp(collisionResult.collider) && + StepUp(ref collisionResult, out CollisionResult stepResult)) + { + updatedPosition = stepResult.position; + + displacement = Vector3.zero; + break; + } + } + + // If falling, check if hit is a valid landing spot + + if (isConstrainedToGround && !isOnWalkableGround) + { + if (IsValidLandingSpot(updatedPosition, ref collisionResult)) + { + _hasLanded = true; + landedVelocity = collisionResult.velocity; + } + else + { + // See if we can convert a normally invalid landing spot (based on the hit result) to a usable one. + + if (ShouldCheckForValidLandingSpot(ref collisionResult)) + { + FindGround(updatedPosition, out FindGroundResult groundResult); + + collisionResult.isWalkable = groundResult.isWalkableGround; + if (collisionResult.isWalkable) + { + _foundGround = groundResult; + + _hasLanded = true; + landedVelocity = collisionResult.velocity; + } + } + } + + // If failed to find a valid landing spot but hit ground, update _foundGround with sweep hit result + + if (!_hasLanded && collisionResult.hitLocation == HitLocation.Below) + { + float sweepDistance = collisionResult.hitResult.distance; + Vector3 surfaceNormal = collisionResult.surfaceNormal; + + _foundGround.SetFromSweepResult(true, false, updatedPosition, sweepDistance, + ref collisionResult.hitResult, surfaceNormal); + } + } + + // + // Resolve collision (slide along hit surface) + + iteration = SlideAlongSurface(iteration, inputDisplacement, ref _velocity, ref displacement, + ref collisionResult, ref prevNormal); + + // + // Cache collision result + + AddCollisionResult(ref collisionResult); + } + + // + // Apply remaining displacement + + if (displacement.sqrMagnitude > _advanced.minMoveDistanceSqr) + updatedPosition += displacement; + + // + // If grounded, discard vertical movement BUT preserve its magnitude + + if (isGrounded || _hasLanded) + { + _velocity = _velocity.projectedOnPlane(_characterUp).normalized * _velocity.magnitude; + _velocity = ConstrainVectorToPlane(_velocity); + } + } + + /// + /// Determines if can perch on other collider depending CollisionBehavior flags (if any). + /// + + private bool CanPerchOn(Collider otherCollider) + { + // Validate input collider + + if (otherCollider == null) + return false; + + // If collision behaviour callback is assigned, use it + + if (collisionBehaviourCallback != null) + { + CollisionBehaviour collisionBehaviour = collisionBehaviourCallback.Invoke(otherCollider); + + if (CanPerchOn(collisionBehaviour)) + return true; + + if (CanNotPerchOn(collisionBehaviour)) + return false; + } + + // Default case, managed by perchOffset + + return true; + } + + /// + /// Returns The distance from the edge of the capsule within which we don't allow the character to perch on the edge of a surface. + /// + + private float GetPerchRadiusThreshold() + { + // Don't allow negative values. + + return Mathf.Max(0.0f, _radius - perchOffset); + } + + /// + /// Returns the radius within which we can stand on the edge of a surface without falling (if this is a walkable surface). + /// + + private float GetValidPerchRadius(Collider otherCollider) + { + if (!CanPerchOn(otherCollider)) + return 0.0011f; + + return Mathf.Clamp(_perchOffset, 0.0011f, _radius); + } + + /// + /// Check if the result of a sweep test (passed in InHit) might be a valid location to perch, in which case we should use ComputePerchResult to validate the location. + /// + + private bool ShouldComputePerchResult(Vector3 characterPosition, ref RaycastHit inHit) + { + // Don't try to perch if the edge radius is very small. + + if (GetPerchRadiusThreshold() <= kSweepEdgeRejectDistance) + { + return false; + } + + float distFromCenterSq = (inHit.point - characterPosition).projectedOnPlane(_characterUp).sqrMagnitude; + float standOnEdgeRadius = GetValidPerchRadius(inHit.collider); + + if (distFromCenterSq <= standOnEdgeRadius.square()) + { + // Already within perch radius. + + return false; + } + + return true; + } + + /// + /// Casts a capsule against specified colliders (by layerMask) in the Scene and returns detailed information on what was hit. + /// + + private bool CapsuleCast(Vector3 point1, Vector3 point2, float castRadius, Vector3 castDirection, + float castDistance, int castLayerMask, out RaycastHit hitResult, out bool startPenetrating) + { + hitResult = default; + startPenetrating = false; + + int rawHitCount = Physics.CapsuleCastNonAlloc(point1, point2, castRadius, castDirection, _hits, + castDistance, castLayerMask, triggerInteraction); + + if (rawHitCount == 0) + return false; + + float closestDistance = Mathf.Infinity; + + int hitIndex = -1; + for (int i = 0; i < rawHitCount; i++) + { + ref RaycastHit hit = ref _hits[i]; + if (ShouldFilter(hit.collider)) + continue; + + if (hit.distance <= 0.0f) + startPenetrating = true; + else if (hit.distance < closestDistance) + { + closestDistance = hit.distance; + hitIndex = i; + } + } + + if (hitIndex != -1) + { + hitResult = _hits[hitIndex]; + return true; + } + + return false; + } + + /// + /// Casts a box along a ray and returns detailed information on what was hit. + /// + + private bool BoxCast(Vector3 center, Vector3 halfExtents, Quaternion orientation, Vector3 castDirection, + float castDistance, int castLayerMask, out RaycastHit hitResult, out bool startPenetrating) + { + hitResult = default; + startPenetrating = default; + + int rawHitCount = Physics.BoxCastNonAlloc(center, halfExtents, castDirection, _hits, orientation, + castDistance, castLayerMask, triggerInteraction); + + if (rawHitCount == 0) + return false; + + float closestDistance = Mathf.Infinity; + + int hitIndex = -1; + for (int i = 0; i < rawHitCount; i++) + { + ref RaycastHit hit = ref _hits[i]; + if (ShouldFilter(hit.collider)) + continue; + + if (hit.distance <= 0.0f) + startPenetrating = true; + else if (hit.distance < closestDistance) + { + closestDistance = hit.distance; + hitIndex = i; + } + } + + if (hitIndex != -1) + { + hitResult = _hits[hitIndex]; + return true; + } + + return false; + } + + /// + /// Downwards (along character's up axis) sweep against the world and return the first blocking hit. + /// + + private bool GroundSweepTest(Vector3 characterPosition, float capsuleRadius, float capsuleHalfHeight, + float sweepDistance, out RaycastHit hitResult, out bool startPenetrating) + { + bool foundBlockingHit; + + if (!useFlatBaseForGroundChecks) + { + Vector3 characterCenter = characterPosition + _transformedCapsuleCenter; + + Vector3 point1 = characterCenter - _characterUp * (capsuleHalfHeight - capsuleRadius); + Vector3 point2 = characterCenter + _characterUp * (capsuleHalfHeight - capsuleRadius); + + Vector3 sweepDirection = -1.0f * _characterUp; + + foundBlockingHit = CapsuleCast(point1, point2, capsuleRadius, sweepDirection, sweepDistance, + _collisionLayers, out hitResult, out startPenetrating); + } + else + { + // First test with the box rotated so the corners are along the major axes (ie rotated 45 degrees). + + Vector3 center = characterPosition + _transformedCapsuleCenter; + Vector3 halfExtents = new Vector3(capsuleRadius * 0.707f, capsuleHalfHeight, capsuleRadius * 0.707f); + + Quaternion sweepOrientation = rotation * Quaternion.Euler(0f, -rotation.eulerAngles.y, 0f); + Vector3 sweepDirection = -1.0f * _characterUp; + + LayerMask sweepLayerMask = _collisionLayers; + + foundBlockingHit = BoxCast(center, halfExtents, sweepOrientation * Quaternion.Euler(0.0f, 45.0f, 0.0f), + sweepDirection, sweepDistance, sweepLayerMask, out hitResult, out startPenetrating); + + if (!foundBlockingHit && !startPenetrating) + { + // Test again with the same box, not rotated. + + foundBlockingHit = BoxCast(center, halfExtents, sweepOrientation, sweepDirection, sweepDistance, + sweepLayerMask, out hitResult, out startPenetrating); + } + } + + return foundBlockingHit; + } + + /// + /// Compute distance to the ground from bottom sphere of capsule and store the result in collisionResult. + /// This distance is the swept distance of the capsule to the first point impacted by the lower hemisphere, + /// or distance from the bottom of the capsule in the case of a raycast. + /// + + public void ComputeGroundDistance(Vector3 characterPosition, float sweepRadius, float sweepDistance, + float castDistance, out FindGroundResult outGroundResult) + { + outGroundResult = default; + + // We require the sweep distance to be >= the raycast distance, + // otherwise the HitResult can't be interpreted as the sweep result. + + if (sweepDistance < castDistance) + return; + + float characterRadius = _radius; + float characterHeight = _height; + float characterHalfHeight = characterHeight * 0.5f; + + bool foundGround = default; + bool startPenetrating = default; + + // Sweep test + + if (sweepDistance > 0.0f && sweepRadius > 0.0f) + { + // Use a shorter height to avoid sweeps giving weird results if we start on a surface. + // This also allows us to adjust out of penetrations. + + const float kShrinkScale = 0.9f; + float shrinkHeight = (characterHalfHeight - characterRadius) * (1.0f - kShrinkScale); + + float capsuleRadius = sweepRadius; + float capsuleHalfHeight = characterHalfHeight - shrinkHeight; + + float actualSweepDistance = sweepDistance + shrinkHeight; + + foundGround = GroundSweepTest(characterPosition, capsuleRadius, capsuleHalfHeight, actualSweepDistance, + out RaycastHit hitResult, out startPenetrating); + + if (foundGround || startPenetrating) + { + // Reject hits adjacent to us, we only care about hits on the bottom portion of our capsule. + // Check 2D distance to impact point, reject if within a tolerance from radius. + + if (startPenetrating || !IsWithinEdgeTolerance(characterPosition, hitResult.point, capsuleRadius)) + { + // Use a capsule with a slightly smaller radius and shorter height to avoid the adjacent object. + // Capsule must not be nearly zero or the trace will fall back to a line trace from the start point and have the wrong length. + + const float kShrinkScaleOverlap = 0.1f; + shrinkHeight = (characterHalfHeight - characterRadius) * (1.0f - kShrinkScaleOverlap); + + capsuleRadius = Mathf.Max(0.0011f, capsuleRadius - kSweepEdgeRejectDistance - kKindaSmallNumber); + capsuleHalfHeight = Mathf.Max(capsuleRadius, characterHalfHeight - shrinkHeight); + + actualSweepDistance = sweepDistance + shrinkHeight; + + foundGround = GroundSweepTest(characterPosition, capsuleRadius, capsuleHalfHeight, + actualSweepDistance, out hitResult, out startPenetrating); + } + + if (foundGround && !startPenetrating) + { + // Reduce hit distance by shrinkHeight because we shrank the capsule for the trace. + // We allow negative distances here, because this allows us to pull out of penetrations. + + float maxPenetrationAdjust = Mathf.Max(kMaxGroundDistance, characterRadius); + float sweepResult = Mathf.Max(-maxPenetrationAdjust, hitResult.distance - shrinkHeight); + + Vector3 sweepDirection = -1.0f * _characterUp; + Vector3 hitPosition = characterPosition + sweepDirection * sweepResult; + + Vector3 surfaceNormal = hitResult.normal; + + bool isWalkable = false; + bool hitGround = sweepResult <= sweepDistance && + ComputeHitLocation(hitResult.normal) == HitLocation.Below; + + if (hitGround) + { + if (useFlatBaseForGroundChecks) + isWalkable = IsWalkable(hitResult.collider, surfaceNormal); + else + { + surfaceNormal = FindGeomOpposingNormal(sweepDirection * sweepDistance, ref hitResult); + + isWalkable = IsWalkable(hitResult.collider, surfaceNormal); + } + } + + outGroundResult.SetFromSweepResult(hitGround, isWalkable, hitPosition, sweepResult, + ref hitResult, surfaceNormal); + + if (outGroundResult.isWalkableGround) + return; + } + } + } + + // Since we require a longer sweep than raycast, we don't want to run the raycast if the sweep missed everything. + // We do however want to try a raycast if the sweep was stuck in penetration. + + if (!foundGround && !startPenetrating) + return; + + // Ray cast + + if (castDistance > 0.0f) + { + Vector3 rayOrigin = characterPosition + _transformedCapsuleCenter; + Vector3 rayDirection = -1.0f * _characterUp; + + float shrinkHeight = characterHalfHeight; + float rayLength = castDistance + shrinkHeight; + + foundGround = Raycast(rayOrigin, rayDirection, rayLength, _collisionLayers, out RaycastHit hitResult); + + if (foundGround && hitResult.distance > 0.0f) + { + // Reduce hit distance by shrinkHeight because we started the ray higher than the base. + // We allow negative distances here, because this allows us to pull out of penetrations. + + float MaxPenetrationAdjust = Mathf.Max(kMaxGroundDistance, characterRadius); + float castResult = Mathf.Max(-MaxPenetrationAdjust, hitResult.distance - shrinkHeight); + + if (castResult <= castDistance && IsWalkable(hitResult.collider, hitResult.normal)) + { + outGroundResult.SetFromRaycastResult(true, true, outGroundResult.position, + outGroundResult.groundDistance, castResult, ref hitResult); + + return; + } + } + } + + // No hits were acceptable. + + outGroundResult.isWalkable = false; + } + + /// + /// Compute the sweep result of the smaller capsule with radius specified by GetValidPerchRadius(), + /// and return true if the sweep contacts a valid walkable normal within inMaxGroundDistance of impact point. + /// This may be used to determine if the capsule can or cannot stay at the current location if perched on the edge of a small ledge or unwalkable surface. + /// + + private bool ComputePerchResult(Vector3 characterPosition, float testRadius, float inMaxGroundDistance, + ref RaycastHit inHit, out FindGroundResult perchGroundResult) + { + perchGroundResult = default; + + if (inMaxGroundDistance <= 0.0f) + return false; + + // Sweep further than actual requested distance, because a reduced capsule radius means we could miss some hits that the normal radius would contact. + + float inHitAboveBase = Mathf.Max(0.0f, Vector3.Dot(inHit.point - characterPosition, _characterUp)); + float perchCastDist = Mathf.Max(0.0f, inMaxGroundDistance - inHitAboveBase); + float perchSweepDist = Mathf.Max(0.0f, inMaxGroundDistance); + + float actualSweepDist = perchSweepDist + _radius; + ComputeGroundDistance(characterPosition, testRadius, actualSweepDist, perchCastDist, out perchGroundResult); + + if (!perchGroundResult.isWalkable) + return false; + else if (inHitAboveBase + perchGroundResult.groundDistance > inMaxGroundDistance) + { + // Hit something past max distance + + perchGroundResult.isWalkable = false; + return false; + } + + return true; + } + + /// + /// Sweeps a vertical cast to find the ground for the capsule at the given location. + /// Will attempt to perch if ShouldComputePerchResult() returns true for the downward sweep result. + /// No ground will be found if collision is disabled (eg: detectCollisions == false). + /// + + public void FindGround(Vector3 characterPosition, out FindGroundResult outGroundResult) + { + // No collision, no ground... + + if (!_detectCollisions) + { + outGroundResult = default; + return; + } + + // Increase height check slightly if walking, + // to prevent ground height adjustment from later invalidating the ground result. + + float heightCheckAdjust = isGrounded ? kMaxGroundDistance + kKindaSmallNumber : -kMaxGroundDistance; + float sweepDistance = Mathf.Max(kMaxGroundDistance, stepOffset + heightCheckAdjust); + + // Sweep ground + + ComputeGroundDistance(characterPosition, _radius, sweepDistance, sweepDistance, out outGroundResult); + + // outGroundResult.hitResult is now the result of the vertical ground check. + // See if we should try to "perch" at this location. + + if (outGroundResult.hitGround && !outGroundResult.isRaycastResult) + { + Vector3 positionOnGround = outGroundResult.position; + + if (ShouldComputePerchResult(positionOnGround, ref outGroundResult.hitResult)) + { + float maxPerchGroundDistance = sweepDistance; + if (isGrounded) + maxPerchGroundDistance += perchAdditionalHeight; + + float validPerchRadius = GetValidPerchRadius(outGroundResult.collider); + + if (ComputePerchResult(positionOnGround, validPerchRadius, maxPerchGroundDistance, + ref outGroundResult.hitResult, out FindGroundResult perchGroundResult)) + { + // Don't allow the ground distance adjustment to push us up too high, + // or we will move beyond the perch distance and fall next time. + + float moveUpDist = kAvgGroundDistance - outGroundResult.groundDistance; + if (moveUpDist + perchGroundResult.groundDistance >= maxPerchGroundDistance) + { + outGroundResult.groundDistance = kAvgGroundDistance; + } + + // If the regular capsule is on an unwalkable surface but the perched one would allow us to stand, + // override the normal to be one that is walkable. + + if (!outGroundResult.isWalkableGround) + { + // Ground distances are used as the distance of the regular capsule to the point of collision, + // to make sure AdjustGroundHeight() behaves correctly. + + float groundDistance = outGroundResult.groundDistance; + float raycastDistance = Mathf.Max(kMinGroundDistance, groundDistance); + + outGroundResult.SetFromRaycastResult(true, true, outGroundResult.position, groundDistance, + raycastDistance, ref perchGroundResult.hitResult); + } + } + else + { + // We had no ground (or an invalid one because it was unwalkable), and couldn't perch here, + // so invalidate ground (which will cause us to start falling). + + outGroundResult.isWalkable = false; + } + } + } + } + + /// + /// Adjust distance from ground, trying to maintain a slight offset from the ground when walking (based on current GroundResult). + /// Only if character isConstrainedToGround == true. + /// + + private void AdjustGroundHeight() + { + // If we have a ground check that hasn't hit anything, don't adjust height. + + if (!_currentGround.isWalkableGround || !isConstrainedToGround) + return; + + float lastGroundDistance = _currentGround.groundDistance; + + if (_currentGround.isRaycastResult) + { + if (lastGroundDistance < kMinGroundDistance && _currentGround.raycastDistance >= kMinGroundDistance) + { + // This would cause us to scale unwalkable walls + + return; + } + else + { + // Falling back to a raycast means the sweep was unwalkable (or in penetration). + // Use the ray distance for the vertical adjustment. + + lastGroundDistance = _currentGround.raycastDistance; + } + } + + // Move up or down to maintain ground height. + + if (lastGroundDistance < kMinGroundDistance || lastGroundDistance > kMaxGroundDistance) + { + float initialY = Vector3.Dot(updatedPosition, _characterUp); + float moveDistance = kAvgGroundDistance - lastGroundDistance; + + Vector3 displacement = _characterUp * moveDistance; + + Vector3 sweepOrigin = updatedPosition; + Vector3 sweepDirection = displacement.normalized; + + float sweepRadius = _radius; + float sweepDistance = displacement.magnitude; + + int sweepLayerMask = _collisionLayers; + + bool hit = SweepTestEx(sweepOrigin, sweepRadius, sweepDirection, sweepDistance, sweepLayerMask, + out RaycastHit hitResult, out bool startPenetrating, out _, out _, true); + + if (!hit && !startPenetrating) + { + // No collision, apply full displacement + + updatedPosition += displacement; + _currentGround.groundDistance += moveDistance; + } + else if (moveDistance > 0.0f) + { + // Moving up + + updatedPosition += sweepDirection * hitResult.distance; + + float currentY = Vector3.Dot(updatedPosition, _characterUp); + _currentGround.groundDistance += currentY - initialY; + } + else + { + // Moving down + + updatedPosition += sweepDirection * hitResult.distance; + + float currentY = Vector3.Dot(updatedPosition, _characterUp); + _currentGround.groundDistance = currentY - initialY; + } + } + + // Adjust root transform position (accounting offset and skinWidth) + + if (_rootTransform) + { + _rootTransform.localPosition = + _rootTransformOffset - new Vector3(0.0f, kAvgGroundDistance, 0.0f); + } + } + + /// + /// Determines if the character is able to step up on given collider. + /// + + private bool CanStepUp(Collider otherCollider) + { + // Validate input collider + + if (otherCollider == null) + return false; + + // If collision behaviour callback assigned, use it + + if (collisionBehaviourCallback != null) + { + CollisionBehaviour collisionBehaviour = collisionBehaviourCallback.Invoke(otherCollider); + + if (CanStepOn(collisionBehaviour)) + return true; + + if (CanNotStepOn(collisionBehaviour)) + return false; + } + + // Default case, managed by stepOffset + + return true; + } + + /// + /// Move up steps or slope. + /// Does nothing and returns false if CanStepUp(collider) returns false, true if the step up was successful. + /// + + private bool StepUp(ref CollisionResult inCollision, out CollisionResult stepResult) + { + stepResult = default; + + // Don't bother stepping up if top of capsule is hitting something. + + if (inCollision.hitLocation == HitLocation.Above) + return false; + + // We need to enforce max step height off the actual point of impact with the ground. + + float characterInitialGroundPositionY = Vector3.Dot(inCollision.position, _characterUp); + float groundPointY = characterInitialGroundPositionY; + + float actualGroundDistance = Mathf.Max(0.0f, _currentGround.GetDistanceToGround()); + characterInitialGroundPositionY -= actualGroundDistance; + + float stepTravelUpHeight = Mathf.Max(0.0f, stepOffset - actualGroundDistance); + float stepTravelDownHeight = stepOffset + kMaxGroundDistance * 2.0f; + + bool hitVerticalFace = + !IsWithinEdgeTolerance(inCollision.position, inCollision.point, _radius + kContactOffset); + + if (!_currentGround.isRaycastResult && !hitVerticalFace) + groundPointY = Vector3.Dot(groundPoint, _characterUp); + else + groundPointY -= _currentGround.groundDistance; + + // Don't step up if the impact is below us, accounting for distance from ground. + + float initialImpactY = Vector3.Dot(inCollision.point, _characterUp); + if (initialImpactY <= characterInitialGroundPositionY) + return false; + + // Step up, treat as vertical wall + + Vector3 sweepOrigin = inCollision.position; + Vector3 sweepDirection = _characterUp; + + float sweepRadius = _radius; + float sweepDistance = stepTravelUpHeight; + + int sweepLayerMask = _collisionLayers; + + bool foundBlockingHit = SweepTest(sweepOrigin, sweepRadius, sweepDirection, sweepDistance, sweepLayerMask, + out RaycastHit hitResult, out bool startPenetrating); + + if (startPenetrating) + return false; + + if (!foundBlockingHit) + sweepOrigin += sweepDirection * sweepDistance; + else + sweepOrigin += sweepDirection * hitResult.distance; + + // Step forward (lateral displacement only) + + Vector3 displacement = inCollision.remainingDisplacement; + Vector3 displacement2D = ConstrainVectorToPlane(Vector3.ProjectOnPlane(displacement, _characterUp)); + + sweepDistance = displacement.magnitude; + sweepDirection = displacement2D.normalized; + + foundBlockingHit = SweepTest(sweepOrigin, sweepRadius, sweepDirection, sweepDistance, sweepLayerMask, + out hitResult, out startPenetrating); + + if (startPenetrating) + return false; + + if (!foundBlockingHit) + sweepOrigin += sweepDirection * sweepDistance; + else + { + // Could not hurdle the 'barrier', return + + return false; + } + + // Step down + + sweepDirection = -_characterUp; + sweepDistance = stepTravelDownHeight; + + foundBlockingHit = SweepTest(sweepOrigin, sweepRadius, sweepDirection, sweepDistance, sweepLayerMask, + out hitResult, out startPenetrating); + + if (!foundBlockingHit || startPenetrating) + return false; + + // See if this step sequence would have allowed us to travel higher than our max step height allows. + + float deltaY = Vector3.Dot(hitResult.point, _characterUp) - groundPointY; + if (deltaY > stepOffset) + return false; + + // Is position on step clear ? + + Vector3 positionOnStep = sweepOrigin + sweepDirection * hitResult.distance; + + if (OverlapTest(positionOnStep, updatedRotation, _radius, _height, _collisionLayers, _overlaps, triggerInteraction) > 0) + return false; + + // Reject unwalkable surface normals here. + + Vector3 surfaceNormal = FindGeomOpposingNormal(sweepDirection * sweepDistance, ref hitResult); + + bool isWalkable = IsWalkable(hitResult.collider, surfaceNormal); + if (!isWalkable) + { + // Reject if normal opposes movement direction. + + bool normalTowardsMe = Vector3.Dot(displacement, surfaceNormal) < 0.0f; + if (normalTowardsMe) + return false; + + // Also reject if we would end up being higher than our starting location by stepping down. + + if (Vector3.Dot(positionOnStep, _characterUp) > Vector3.Dot(inCollision.position, _characterUp)) + return false; + } + + // Reject moves where the downward sweep hit something very close to the edge of the capsule. + // This maintains consistency with FindGround as well. + + if (!IsWithinEdgeTolerance(positionOnStep, hitResult.point, _radius + kContactOffset)) + return false; + + // Don't step up onto invalid surfaces if traveling higher. + + if (deltaY > 0.0f && !CanStepUp(hitResult.collider)) + return false; + + // Output new position on step. + + stepResult = new CollisionResult + { + position = positionOnStep + }; + + return true; + } + + /// + /// Temporarily disable ground constraint allowing the Character to freely leave the ground. + /// Eg: LaunchCharacter, Jump, etc. + /// + + public void PauseGroundConstraint(float unconstrainedTime = 0.1f) + { + _unconstrainedTimer = Mathf.Max(0.0f, unconstrainedTime); + } + + /// + /// Updates current ground result. + /// + + private void UpdateCurrentGround(ref FindGroundResult inGroundResult) + { + wasOnGround = isOnGround; + + wasOnWalkableGround = isOnWalkableGround; + + wasGrounded = isGrounded; + + _currentGround = inGroundResult; + } + + /// + /// Handle collisions of Character's bounding volume during a Move call. + /// Unlike previous, this do not modifies / updates character's velocity. + /// + + private int SlideAlongSurface(int iteration, Vector3 inputDisplacement, ref Vector3 displacement, + ref CollisionResult inHit, ref Vector3 prevNormal) + { + inHit.normal = ComputeBlockingNormal(inHit.normal, inHit.isWalkable); + + if (inHit.isWalkable && isConstrainedToGround) + displacement = ComputeSlideVector(displacement, inHit.normal, true); + else + { + if (iteration == 0) + { + displacement = ComputeSlideVector(displacement, inHit.normal, inHit.isWalkable); + iteration++; + } + else if (iteration == 1) + { + Vector3 crease = prevNormal.perpendicularTo(inHit.normal); + + Vector3 oVel = inputDisplacement.projectedOnPlane(crease); + + Vector3 nVel = ComputeSlideVector(displacement, inHit.normal, inHit.isWalkable); + nVel = nVel.projectedOnPlane(crease); + + if (oVel.dot(nVel) <= 0.0f || prevNormal.dot(inHit.normal) < 0.0f) + { + displacement = ConstrainVectorToPlane(displacement.projectedOn(crease)); + ++iteration; + } + else + { + displacement = ComputeSlideVector(displacement, inHit.normal, inHit.isWalkable); + } + } + else + { + displacement = Vector3.zero; + } + + prevNormal = inHit.normal; + } + + return iteration; + } + + /// + /// Perform collision constrained movement. + /// This is exclusively used to move the character when standing on a moving platform as this will not update character's state. + /// + + private void MoveAndSlide(Vector3 displacement) + { + // + // Perform collision constrained movement (aka: collide and slide) + + Vector3 inputDisplacement = displacement; + + int iteration = default; + Vector3 prevNormal = default; + + int maxSlideCount = _advanced.maxMovementIterations; + while (maxSlideCount-- > 0 && displacement.sqrMagnitude > _advanced.minMoveDistanceSqr) + { + bool collided = MovementSweepTest(updatedPosition, default, displacement, out CollisionResult collisionResult); + if (!collided) + break; + + // Apply displacement up to hit (near position) and update displacement with remaining displacement + + updatedPosition += collisionResult.displacementToHit; + + displacement = collisionResult.remainingDisplacement; + + // + // Resolve collision (slide along hit surface) + + iteration = SlideAlongSurface(iteration, inputDisplacement, ref displacement, ref collisionResult, ref prevNormal); + + // + // Cache collision result + + AddCollisionResult(ref collisionResult); + } + + // + // Apply remaining displacement + + if (displacement.sqrMagnitude > _advanced.minMoveDistanceSqr) + updatedPosition += displacement; + } + + /// + /// Determines if the character is able to ride on (use it as moving platform) given collider. + /// + + private bool CanRideOn(Collider otherCollider) + { + // Validate input collider + + if (otherCollider == null) + return false; + + // If collision behaviour callback assigned, use it + + if (collisionBehaviourCallback != null) + { + CollisionBehaviour collisionBehaviour = collisionBehaviourCallback.Invoke(otherCollider); + + if (CanRideOn(collisionBehaviour) && otherCollider.attachedRigidbody) + return true; + + if (CanNotRideOn(collisionBehaviour) && otherCollider.attachedRigidbody) + return false; + } + + // Default, allow to ride on walkable rigidbodies (kinematic and dynamic) + + return otherCollider.attachedRigidbody; + } + + /// + /// Make collision detection ignore active platform collider(s). + /// + + private void IgnoreCurrentPlatform(bool ignore) + { + IgnoreCollision(_movingPlatform.platform, ignore); + } + + /// + /// Allows you to explicitly attach this to a moving 'platform' so it no depends of ground state. + /// + + public void AttachTo(Rigidbody parent) + { + _parentPlatform = parent; + } + + /// + /// Update current active moving platform (if any). + /// + + private void UpdateCurrentPlatform() + { + _lastVelocityOnMovingPlatform = Vector3.zero; + + _movingPlatform.lastPlatform = _movingPlatform.platform; + + if (_parentPlatform) + _movingPlatform.platform = _parentPlatform; + else if (isGrounded && CanRideOn(groundCollider)) + _movingPlatform.platform = groundCollider.attachedRigidbody; + else + _movingPlatform.platform = null; + + if (_movingPlatform.platform != null) + { + Transform platformTransform = _movingPlatform.platform.transform; + + _movingPlatform.position = updatedPosition; + _movingPlatform.localPosition = platformTransform.InverseTransformPoint(updatedPosition); + + _movingPlatform.rotation = updatedRotation; + _movingPlatform.localRotation = Quaternion.Inverse(platformTransform.rotation) * updatedRotation; + + _lastVelocityOnMovingPlatform = velocity; + } + } + + /// + /// Update moving platform data and move /rotate character with it (if allowed). + /// + + private void UpdatePlatformMovement(float deltaTime) + { + Vector3 lastPlatformVelocity = _movingPlatform.platformVelocity; + + if (!_movingPlatform.platform) + _movingPlatform.platformVelocity = Vector3.zero; + else + { + Transform platformTransform = _movingPlatform.platform.transform; + + Vector3 newPositionOnPlatform = platformTransform.TransformPoint(_movingPlatform.localPosition); + Vector3 deltaPosition = newPositionOnPlatform - _movingPlatform.position; + + _movingPlatform.deltaPosition = deltaPosition; + _movingPlatform.platformVelocity = deltaTime > 0.0f ? deltaPosition / deltaTime : Vector3.zero; + + if (impartPlatformRotation) + { + Quaternion newRotationOnPlatform = platformTransform.rotation * _movingPlatform.localRotation; + Quaternion deltaRotation = newRotationOnPlatform * Quaternion.Inverse(_movingPlatform.rotation); + + _movingPlatform.deltaRotation = deltaRotation; + + Vector3 newForward = Vector3 + .ProjectOnPlane(deltaRotation * updatedRotation * Vector3.forward, _characterUp).normalized; + + updatedRotation = Quaternion.LookRotation(newForward, _characterUp); + } + } + + if (impartPlatformMovement && _movingPlatform.platformVelocity.sqrMagnitude > 0.0f) + { + if (fastPlatformMove) + updatedPosition += _movingPlatform.platformVelocity * deltaTime; + else + { + IgnoreCurrentPlatform(true); + + MoveAndSlide(_movingPlatform.platformVelocity * deltaTime); + + IgnoreCurrentPlatform(false); + } + } + + if (impartPlatformVelocity && _movingPlatform.lastPlatform && _movingPlatform.platform != _movingPlatform.lastPlatform) + { + _velocity -= _movingPlatform.platformVelocity; + + _velocity += lastPlatformVelocity; + } + + if (impartPlatformVelocity && _movingPlatform.lastPlatform == null && _movingPlatform.platform) + { + _velocity = _lastVelocityOnMovingPlatform - _movingPlatform.platformVelocity; + } + } + + /// + /// Compute collision response impulses for character vs rigidbody or character vs character. + /// + + private void ComputeDynamicCollisionResponse(ref CollisionResult inCollisionResult, + out Vector3 characterImpulse, out Vector3 otherImpulse) + { + characterImpulse = default; + otherImpulse = default; + + float massRatio = 0.0f; + + Rigidbody otherRigidbody = inCollisionResult.rigidbody; + if (!otherRigidbody.isKinematic || otherRigidbody.TryGetComponent(out CharacterMovement _)) + { + float mass = rigidbody.mass; + massRatio = mass / (mass + inCollisionResult.rigidbody.mass); + } + + Vector3 normal = inCollisionResult.normal; + + float velocityDotNormal = Vector3.Dot(inCollisionResult.velocity, normal); + float otherVelocityDotNormal = Vector3.Dot(inCollisionResult.otherVelocity, normal); + + if (velocityDotNormal < 0.0f) + characterImpulse += velocityDotNormal * normal; + + if (otherVelocityDotNormal > velocityDotNormal) + { + Vector3 relVel = (otherVelocityDotNormal - velocityDotNormal) * normal; + + characterImpulse += relVel * (1.0f - massRatio); + otherImpulse -= relVel * massRatio; + } + } + + /// + /// Compute and apply collision response impulses for dynamic collisions (eg: character vs rigidbodies or character vs other character). + /// + + private void ResolveDynamicCollisions() + { + if (!enablePhysicsInteraction) + return; + + for (int i = 0; i < _collisionCount; i++) + { + ref CollisionResult collisionResult = ref _collisionResults[i]; + if (collisionResult.isWalkable) + continue; + + Rigidbody otherRigidbody = collisionResult.rigidbody; + if (otherRigidbody == null) + continue; + + ComputeDynamicCollisionResponse(ref collisionResult, out Vector3 characterImpulse, out Vector3 otherImpulse); + + collisionResponseCallback?.Invoke(ref collisionResult, ref characterImpulse, ref otherImpulse); + + if (otherRigidbody.TryGetComponent(out CharacterMovement otherCharacter)) + { + if (physicsInteractionAffectsCharacters) + { + velocity += characterImpulse; + otherCharacter.velocity += otherImpulse * pushForceScale; + } + } + else + { + _velocity += characterImpulse; + + if (!otherRigidbody.isKinematic) + { + otherRigidbody.AddForceAtPosition(otherImpulse * pushForceScale, collisionResult.point, + ForceMode.VelocityChange); + } + } + } + + if (isGrounded) + _velocity = _velocity.projectedOnPlane(_characterUp).normalized * _velocity.magnitude; + + _velocity = ConstrainVectorToPlane(_velocity); + } + + /// + /// Update character current position. + /// If updateGround is true, will find for ground and update character's current ground result. + /// + + public void SetPosition(Vector3 newPosition, bool updateGround = false) + { + updatedPosition = newPosition; + + if (updateGround) + { + FindGround(updatedPosition, out FindGroundResult groundResult); + { + UpdateCurrentGround(ref groundResult); + + AdjustGroundHeight(); + + UpdateCurrentPlatform(); + } + } + + rigidbody.position = updatedPosition; + transform.position = updatedPosition; + } + + /// + /// Returns the character current position. + /// + + public Vector3 GetPosition() + { + return transform.position; + } + + /// + /// Returns the character' foot position accounting contact offset. + /// + + public Vector3 GetFootPosition() + { + return transform.position - transform.up * kAvgGroundDistance; + } + + /// + /// Update character current rotation. + /// + + public void SetRotation(Quaternion newRotation) + { + updatedRotation = newRotation; + + rigidbody.rotation = updatedRotation; + transform.rotation = updatedRotation; + } + + /// + /// Returns the character current rotation. + /// + + public Quaternion GetRotation() + { + return transform.rotation; + } + + /// + /// Sets the world space position and rotation of this character. + /// If updateGround is true, will find for ground and update character's current ground result. + /// + + public void SetPositionAndRotation(Vector3 newPosition, Quaternion newRotation, bool updateGround = false) + { + updatedPosition = newPosition; + updatedRotation = newRotation; + + if (updateGround) + { + FindGround(updatedPosition, out FindGroundResult groundResult); + { + UpdateCurrentGround(ref groundResult); + + AdjustGroundHeight(); + + UpdateCurrentPlatform(); + } + } + + rigidbody.position = updatedPosition; + rigidbody.rotation = updatedRotation; + + transform.SetPositionAndRotation(updatedPosition, updatedRotation); + } + + /// + /// Orient the character's towards the given direction (in world space) using maxDegreesDelta as the rate of rotation change. + /// + /// The target direction in world space. + /// Change in rotation per second (Deg / s). + /// If True, the rotation will be performed on the Character's plane (defined by its up-axis). + + public void RotateTowards(Vector3 worldDirection, float maxDegreesDelta, bool updateYawOnly = true) + { + Vector3 characterUp = transform.up; + + if (updateYawOnly) + worldDirection = worldDirection.projectedOnPlane(characterUp); + + if (worldDirection == Vector3.zero) + return; + + Quaternion targetRotation = Quaternion.LookRotation(worldDirection, characterUp); + + rotation = Quaternion.RotateTowards(rotation, targetRotation, maxDegreesDelta); + } + + /// + /// Update cached fields using during Move. + /// + + private void UpdateCachedFields() + { + _hasLanded = false; + _foundGround = default; + + updatedPosition = transform.position; + updatedRotation = transform.rotation; + + _characterUp = updatedRotation * Vector3.up; + + _transformedCapsuleCenter = updatedRotation * _capsuleCenter; + _transformedCapsuleTopCenter = updatedRotation * _capsuleTopCenter; + _transformedCapsuleBottomCenter = updatedRotation * _capsuleBottomCenter; + + ResetCollisionFlags(); + } + + /// + /// Clears any accumulated forces, including any pending launch velocity. + /// + + public void ClearAccumulatedForces() + { + _pendingForces = Vector3.zero; + _pendingImpulses = Vector3.zero; + _pendingLaunchVelocity = Vector3.zero; + } + + /// + /// Adds a force to the Character. + /// This forces will be accumulated and applied during Move method call. + /// + + public void AddForce(Vector3 force, ForceMode forceMode = ForceMode.Force) + { + switch (forceMode) + { + case ForceMode.Force: + { + _pendingForces += force / rigidbody.mass; + break; + } + + case ForceMode.Acceleration: + { + _pendingForces += force; + break; + } + + case ForceMode.Impulse: + { + _pendingImpulses += force / rigidbody.mass; + break; + } + + case ForceMode.VelocityChange: + { + _pendingImpulses += force; + break; + } + } + } + + /// + /// Applies a force to this Character that simulates explosion effects. + /// + + public void AddExplosionForce(float strength, Vector3 origin, float radius, float upwardModifier, ForceMode forceMode = ForceMode.Force) + { + Vector3 delta = worldCenter - origin; + float deltaMagnitude = delta.magnitude; + if (deltaMagnitude > radius) + return; + + Vector3 explosionDirection = delta.normalized; + float attenuation = 1.0f - Mathf.Clamp01(deltaMagnitude / radius); + Vector3 force = explosionDirection * (strength * attenuation); + + if (upwardModifier != 0.0f) + { + force += Vector3.up * (upwardModifier * attenuation); + } + + AddForce(force, forceMode); + } + + /// + /// Set a pending launch velocity on the Character. This velocity will be processed next Move call. + /// + /// The desired launch velocity. + /// If true replace the vertical component of the Character's velocity instead of adding to it. + /// If true replace the XY part of the Character's velocity instead of adding to it. + + public void LaunchCharacter(Vector3 launchVelocity, bool overrideVerticalVelocity = false, bool overrideLateralVelocity = false) + { + // Compute final velocity + + Vector3 finalVelocity = launchVelocity; + + // If not override, add lateral velocity to given launch velocity + + Vector3 characterUp = transform.up; + + if (!overrideLateralVelocity) + finalVelocity += _velocity.projectedOnPlane(characterUp); + + // If not override, add vertical velocity to given launch velocity + + if (!overrideVerticalVelocity) + finalVelocity += _velocity.projectedOn(characterUp); + + _pendingLaunchVelocity = finalVelocity; + } + + /// + /// Updates character's velocity, will apply and clear any pending forces and impulses. + /// + + private void UpdateVelocity(Vector3 newVelocity, float deltaTime) + { + // Assign new velocity + + _velocity = newVelocity; + + // Add pending accumulated forces + + _velocity += _pendingForces * deltaTime; + _velocity += _pendingImpulses; + + // Apply pending launch velocity + + if (_pendingLaunchVelocity.sqrMagnitude > 0.0f) + _velocity = _pendingLaunchVelocity; + + // Clear accumulated forces + + ClearAccumulatedForces(); + + // Apply plane constraint (if any) + + _velocity = ConstrainVectorToPlane(_velocity); + } + + /// + /// Moves the character along the given velocity vector. + /// This performs collision constrained movement resolving any collisions / overlaps found during this movement. + /// + /// The updated velocity for current frame. It is typically a combination of vertical motion due to gravity and lateral motion when your character is moving. + /// The simulation deltaTime. If not assigned, it defaults to Time.deltaTime. + /// Return CollisionFlags. It indicates the direction of a collision: None, Sides, Above, and Below. + + public CollisionFlags Move(Vector3 newVelocity, float deltaTime) + { + UpdateCachedFields(); + + ClearCollisionResults(); + + UpdateVelocity(newVelocity, deltaTime); + + UpdatePlatformMovement(deltaTime); + + PerformMovement(deltaTime); + + if (isGrounded || _hasLanded) + FindGround(updatedPosition, out _foundGround); + + UpdateCurrentGround(ref _foundGround); + { + if (_unconstrainedTimer > 0.0f) + { + _unconstrainedTimer -= deltaTime; + if (_unconstrainedTimer <= 0.0f) + _unconstrainedTimer = 0.0f; + } + } + + AdjustGroundHeight(); + + UpdateCurrentPlatform(); + + ResolveDynamicCollisions(); + + SetPositionAndRotation(updatedPosition, updatedRotation); + + OnCollided(); + + if (!wasOnWalkableGround && isOnGround) + OnFoundGround(); + + return collisionFlags; + } + + /// + /// Moves the character along its current velocity. + /// This performs collision constrained movement resolving any collisions / overlaps found during this movement. + /// + /// The simulation deltaTime. + + public CollisionFlags Move(float deltaTime) + { + return Move(_velocity, deltaTime); + } + + /// + /// Update the character's velocity using a friction-based physical model and move the character along its updated velocity. + /// This performs collision constrained movement resolving any collisions / overlaps found during this movement. + /// + /// Target velocity + /// The maximum speed when grounded. Also determines maximum horizontal speed when falling (i.e. not-grounded). + /// The rate of change of velocity when accelerating (i.e desiredVelocity != Vector3.zero). + /// The rate at which the character slows down when braking (i.e. not accelerating or if character is exceeding max speed). + /// This is a constant opposing force that directly lowers velocity by a constant value. + /// Setting that affects movement control. Higher values allow faster changes in direction. + /// Friction (drag) coefficient applied when braking (whenever desiredVelocity == Vector3.zero, or if character is exceeding max speed). + /// The current gravity force. + /// Determines if the vertical velocity component should be ignored when falling (i.e. not-grounded) preserving gravity effects. + /// The simulation deltaTime. + /// Return CollisionFlags. It indicates the direction of a collision: None, Sides, Above, and Below. + + public CollisionFlags SimpleMove(Vector3 desiredVelocity, float maxSpeed, float acceleration, + float deceleration, float friction, float brakingFriction, Vector3 gravity, bool onlyHorizontal, float deltaTime) + { + if (isGrounded) + { + // Calc new velocity + + velocity = CalcVelocity(velocity, desiredVelocity, maxSpeed, acceleration, deceleration, friction, + brakingFriction, deltaTime); + } + else + { + // Calc not grounded velocity + + Vector3 worldUp = -1.0f * gravity.normalized; + Vector3 v = onlyHorizontal ? velocity.projectedOnPlane(worldUp) : velocity; + + if (onlyHorizontal) + desiredVelocity = desiredVelocity.projectedOnPlane(worldUp); + + // On not walkable ground ? + + if (isOnGround) + { + // If moving into a 'wall', limit contribution. + // Allow movement parallel to the wall, but not into it because that may push us up. + + Vector3 actualGroundNormal = groundNormal; + if (desiredVelocity.dot(actualGroundNormal) < 0.0f) + { + actualGroundNormal = actualGroundNormal.projectedOnPlane(worldUp).normalized; + desiredVelocity = desiredVelocity.projectedOnPlane(actualGroundNormal); + } + } + + // Calc new velocity + + v = CalcVelocity(v, desiredVelocity, maxSpeed, acceleration, deceleration, friction, brakingFriction, deltaTime); + + // Update character's velocity + + if (onlyHorizontal) + velocity += Vector3.ProjectOnPlane(v - velocity, worldUp); + else + velocity += v - velocity; + + // Apply gravity acceleration + + velocity += gravity * deltaTime; + } + + // Perform the movement + + return Move(deltaTime); + } + + /// + /// Initialize CollisionLayers from GameObject's collision matrix. + /// + + [ContextMenu("Init Collision Layers from Collision Matrix")] + private void InitCollisionMask() + { + int layer = gameObject.layer; + + _collisionLayers = 0; + for (int i = 0; i < 32; i++) + { + if (!Physics.GetIgnoreLayerCollision(layer, i)) + _collisionLayers |= 1 << i; + } + } + + /// + /// Restore a previous simulation state ensuring proper simulation continuity. + /// + + public void SetState(Vector3 inPosition, Quaternion inRotation, Vector3 inVelocity, + bool inConstrainedToGround, float inUnconstrainedTimer, bool inHitGround, bool inIsWalkable) + { + _velocity = inVelocity; + + _isConstrainedToGround = inConstrainedToGround; + _unconstrainedTimer = Mathf.Max(0.0f, inUnconstrainedTimer); + + _currentGround.hitGround = inHitGround; + _currentGround.isWalkable = inIsWalkable; + + SetPositionAndRotation(inPosition, inRotation, isGrounded); + } + + #endregion + + #region MONOBEHAVIOUR + + private void Reset() + { + SetDimensions(0.5f, 2.0f); + SetPlaneConstraint(PlaneConstraint.None, Vector3.zero); + + _slopeLimit = 45.0f; + _stepOffset = 0.45f; + _perchOffset = 0.5f; + _perchAdditionalHeight = 0.4f; + + _triggerInteraction = QueryTriggerInteraction.Ignore; + + _advanced.Reset(); + + _isConstrainedToGround = true; + + _pushForceScale = 1.0f; + } + + private void OnValidate() + { + SetDimensions(_radius, _height); + SetPlaneConstraint(_planeConstraint, _constraintPlaneNormal); + + slopeLimit = _slopeLimit; + stepOffset = _stepOffset; + perchOffset = _perchOffset; + perchAdditionalHeight = _perchAdditionalHeight; + + _advanced.OnValidate(); + } + + private void Awake() + { + CacheComponents(); + + SetDimensions(_radius, _height); + SetPlaneConstraint(_planeConstraint, _constraintPlaneNormal); + } + + private void OnEnable() + { + updatedPosition = transform.position; + updatedRotation = transform.rotation; + + UpdateCachedFields(); + } + +#if UNITY_EDITOR + + private static void DrawDisc(Vector3 _pos, Quaternion _rot, float _radius, Color _color = default, + bool solid = true) + { + if (_color != default) + UnityEditor.Handles.color = _color; + + Matrix4x4 mtx = Matrix4x4.TRS(_pos, _rot, UnityEditor.Handles.matrix.lossyScale); + + using (new UnityEditor.Handles.DrawingScope(mtx)) + { + if (solid) + UnityEditor.Handles.DrawSolidDisc(Vector3.zero, Vector3.up, _radius); + else + UnityEditor.Handles.DrawWireDisc(Vector3.zero, Vector3.up, _radius); + } + } + + private void OnDrawGizmosSelected() + { + // Draw Foot position + + float skinRadius = _radius; + Vector3 footPosition = GetFootPosition(); + + Gizmos.color = new Color(0.569f, 0.957f, 0.545f, 0.5f); + Gizmos.DrawLine(footPosition + Vector3.left * skinRadius, footPosition + Vector3.right * skinRadius); + Gizmos.DrawLine(footPosition + Vector3.back * skinRadius, footPosition + Vector3.forward * skinRadius); + + // Draw perch offset radius + + if (perchOffset > 0.0f && perchOffset < radius) + { + DrawDisc(footPosition, rotation, _perchOffset, new Color(0.569f, 0.957f, 0.545f, 0.15f)); + DrawDisc(footPosition, rotation, _perchOffset, new Color(0.569f, 0.957f, 0.545f, 0.75f), false); + } + + // Draw step Offset + + if (stepOffset > 0.0f) + { + DrawDisc(footPosition + transform.up * stepOffset, rotation, radius * 1.15f, + new Color(0.569f, 0.957f, 0.545f, 0.75f), false); + } + } + +#endif + + #endregion + } +} \ No newline at end of file diff --git a/Assets/ECM2/Source/Components/CharacterMovement.cs.meta b/Assets/ECM2/Source/Components/CharacterMovement.cs.meta new file mode 100644 index 000000000..d40589c1c --- /dev/null +++ b/Assets/ECM2/Source/Components/CharacterMovement.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8a5e05c5b0509214d911dd005a610d9a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ECM2/Source/Components/NavMeshCharacter.cs b/Assets/ECM2/Source/Components/NavMeshCharacter.cs new file mode 100644 index 000000000..d377cf8d3 --- /dev/null +++ b/Assets/ECM2/Source/Components/NavMeshCharacter.cs @@ -0,0 +1,401 @@ +using UnityEngine; +using UnityEngine.AI; + +namespace ECM2 +{ + /// + /// This component extends a Character (through composition) adding navigation capabilities using a NavMeshAgent. + /// This replaces the previous AgentCharacter class. + /// + + [RequireComponent(typeof(Character)), RequireComponent(typeof(NavMeshAgent))] + public class NavMeshCharacter : MonoBehaviour + { + #region EDITOR EXPOSED FIELDS + + [Space(15f)] + [Tooltip("Should the agent brake automatically to avoid overshooting the destination point? \n" + + "If true, the agent will brake automatically as it nears the destination.")] + [SerializeField] + private bool _autoBraking; + + [Tooltip("Distance from target position to start braking.")] + [SerializeField] + private float _brakingDistance; + + [Tooltip("Stop within this distance from the target position.")] + [SerializeField] + private float _stoppingDistance; + + #endregion + + #region FIELDS + + private NavMeshAgent _agent; + private Character _character; + + #endregion + + #region PROPERTIES + + /// + /// Cached NavMeshAgent component. + /// + + public NavMeshAgent agent => _agent; + + /// + /// Cached Character component. + /// + + public Character character => _character; + + /// + /// Should the agent brake automatically to avoid overshooting the destination point? + /// If this property is set to true, the agent will brake automatically as it nears the destination. + /// + + public bool autoBraking + { + get => _autoBraking; + set + { + _autoBraking = value; + agent.autoBraking = _autoBraking; + } + } + + /// + /// Distance from target position to start braking. + /// + + public float brakingDistance + { + get => _brakingDistance; + set => _brakingDistance = Mathf.Max(0.0001f, value); + } + + /// + /// The ratio (0 - 1 range) of the agent's remaining distance and the braking distance. + /// 1 If no auto braking or if agent's remaining distance is greater than brakingDistance. + /// less than 1, if agent's remaining distance is less than brakingDistance. + /// + + public float brakingRatio + { + get + { + if (!autoBraking) + return 1f; + + return agent.hasPath ? Mathf.InverseLerp(0.0f, brakingDistance, agent.remainingDistance) : 1.0f; + } + } + + /// + /// Stop within this distance from the target position. + /// + + public float stoppingDistance + { + get => _stoppingDistance; + set + { + _stoppingDistance = Mathf.Max(0.0f, value); + agent.stoppingDistance = _stoppingDistance; + } + } + + #endregion + + #region EVENTS + + public delegate void DestinationReachedEventHandler(); + + /// + /// Event triggered when agent reaches its destination. + /// + + public event DestinationReachedEventHandler DestinationReached; + + /// + /// Trigger DestinationReached event. + /// Called when agent reaches its destination. + /// + + public virtual void OnDestinationReached() + { + DestinationReached?.Invoke(); + } + + #endregion + + #region METHODS + + /// + /// Cache used components. + /// + + protected virtual void CacheComponents() + { + _agent = GetComponent(); + _character = GetComponent(); + } + + /// + /// Does the Agent currently has a path? + /// + + public virtual bool HasPath() + { + return agent.hasPath; + } + + /// + /// True if Agent is following a path, false otherwise. + /// + + public virtual bool IsPathFollowing() + { + return agent.hasPath && !agent.isStopped; + } + + /// + /// Returns the destination set for this agent. + /// If a destination is set but the path is not yet processed, + /// the returned position will be valid navmesh position that's closest to the previously set position. + /// If the agent has no path or requested path - returns the agents position on the navmesh. + /// If the agent is not mapped to the navmesh (e.g. Scene has no navmesh) - returns a position at infinity. + /// + + public virtual Vector3 GetDestination() + { + return agent.destination; + } + + /// + /// Requests the character to move to the valid navmesh position that's closest to the requested destination. + /// + + public virtual void MoveToDestination(Vector3 destination) + { + Vector3 worldUp = -character.GetGravityDirection(); + Vector3 toDestination2D = Vector3.ProjectOnPlane(destination - character.position, worldUp); + + if (toDestination2D.sqrMagnitude >= MathLib.Square(stoppingDistance)) + agent.SetDestination(destination); + } + + /// + /// Pause / Resume Character path following movement. + /// If set to True, the character's movement will be stopped along its current path. + /// If set to False after the character has stopped, it will resume moving along its current path. + /// + + public virtual void PauseMovement(bool pause) + { + agent.isStopped = pause; + character.SetMovementDirection(Vector3.zero); + } + + /// + /// Halts Character's current path following movement. + /// This will clear agent's current path. + /// + + public virtual void StopMovement() + { + agent.ResetPath(); + character.SetMovementDirection(Vector3.zero); + } + + /// + /// Computes the analog input modifier (0.0f to 1.0f) based on Character's max speed and given desired velocity. + /// + + protected virtual float ComputeAnalogInputModifier(Vector3 desiredVelocity) + { + float maxSpeed = _character.GetMaxSpeed(); + if (desiredVelocity.sqrMagnitude > 0.0f && maxSpeed > 0.00000001f) + return Mathf.Clamp01(desiredVelocity.magnitude / maxSpeed); + + return 0.0f; + } + + /// + /// Calculates Character movement direction from a given desired velocity factoring (if enabled) auto braking. + /// + + protected virtual Vector3 CalcMovementDirection(Vector3 desiredVelocity) + { + Vector3 worldUp = -character.GetGravityDirection(); + Vector3 desiredVelocity2D = Vector3.ProjectOnPlane(desiredVelocity, worldUp); + + Vector3 scaledDesiredVelocity2D = desiredVelocity2D * brakingRatio; + + float minAnalogSpeed = _character.GetMinAnalogSpeed(); + if (scaledDesiredVelocity2D.sqrMagnitude < MathLib.Square(minAnalogSpeed)) + scaledDesiredVelocity2D = scaledDesiredVelocity2D.normalized * minAnalogSpeed; + + return Vector3.ClampMagnitude(scaledDesiredVelocity2D, ComputeAnalogInputModifier(scaledDesiredVelocity2D)); + } + + /// + /// Makes the character's follow Agent's path (if any). + /// Eg: Keep updating Character's movement direction vector to steer towards Agent's destination until reached. + /// + + protected virtual void DoPathFollowing() + { + if (!IsPathFollowing()) + return; + + // Is destination reached ? + + if (agent.remainingDistance <= stoppingDistance) + { + // Destination is reached, stop movement + + StopMovement(); + + // Trigger event + + OnDestinationReached(); + } + else + { + // If destination not reached, request a Character to move towards agent's desired velocity direction + + Vector3 movementDirection = CalcMovementDirection(agent.desiredVelocity); + character.SetMovementDirection(movementDirection); + } + } + + /// + /// Synchronize the NavMeshAgent with Character (eg: speed, acceleration, velocity, etc) as we moves the Agent. + /// + + protected virtual void SyncNavMeshAgent() + { + agent.angularSpeed = _character.rotationRate; + + agent.speed = _character.GetMaxSpeed(); + agent.acceleration = _character.GetMaxAcceleration(); + + agent.velocity = _character.GetVelocity(); + agent.nextPosition = _character.GetPosition(); + + agent.radius = _character.radius; + agent.height = _character.height; + } + + /// + /// On MovementMode change, stop agent movement if character is not walking or falling. + /// + + protected virtual void OnMovementModeChanged(Character.MovementMode prevMovementMode, int prevCustomMovementMode) + { + if (!character.IsWalking() || !character.IsFalling()) + { + StopMovement(); + } + } + + /// + /// While Character has a valid path, do path following. + /// + + protected virtual void OnBeforeSimulationUpdated(float deltaTime) + { + DoPathFollowing(); + } + + #endregion + + #region MONOBEHAVIOUR + + /// + /// If overriden, base method MUST be called. + /// + + private void Reset() + { + _autoBraking = true; + + _brakingDistance = 2.0f; + _stoppingDistance = 1.0f; + } + + /// + /// If overriden, base method MUST be called. + /// + + private void OnValidate() + { + if (_agent == null) + _agent = GetComponent(); + + brakingDistance = _brakingDistance; + stoppingDistance = _stoppingDistance; + } + + /// + /// If overriden, base method MUST be called. + /// + + protected virtual void Awake() + { + // Cache used components + + CacheComponents(); + + // Initialize NavMeshAgent + + agent.autoBraking = autoBraking; + agent.stoppingDistance = stoppingDistance; + + // Turn-off NavMeshAgent auto-control, + // we control it (see SyncNavMeshAgent method) + + agent.updatePosition = false; + agent.updateRotation = false; + + agent.updateUpAxis = false; + } + + /// + /// If overriden, base method MUST be called. + /// + + protected virtual void OnEnable() + { + // Subscribe to Character events + + character.MovementModeChanged += OnMovementModeChanged; + character.BeforeSimulationUpdated += OnBeforeSimulationUpdated; + } + + /// + /// If overriden, base method MUST be called. + /// + + protected virtual void OnDisable() + { + // Un-Subscribe to Character events + + character.MovementModeChanged -= OnMovementModeChanged; + character.BeforeSimulationUpdated -= OnBeforeSimulationUpdated; + } + + /// + /// If overriden, base method MUST be called. + /// + + protected virtual void LateUpdate() + { + SyncNavMeshAgent(); + } + + #endregion + } +} \ No newline at end of file diff --git a/Assets/ECM2/Source/Components/NavMeshCharacter.cs.meta b/Assets/ECM2/Source/Components/NavMeshCharacter.cs.meta new file mode 100644 index 000000000..1537c5326 --- /dev/null +++ b/Assets/ECM2/Source/Components/NavMeshCharacter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0b8353732406ae7418b47f5928e333c6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ECM2/Source/Components/PhysicsVolume.cs b/Assets/ECM2/Source/Components/PhysicsVolume.cs new file mode 100644 index 000000000..84194cd90 --- /dev/null +++ b/Assets/ECM2/Source/Components/PhysicsVolume.cs @@ -0,0 +1,142 @@ +using UnityEngine; + +namespace ECM2 +{ + /// + /// Helper component used to define physics volumes like water, air, oil, etc. + /// Characters will react according to this settings when inside this volume. + /// + + [RequireComponent(typeof(BoxCollider))] + public class PhysicsVolume : MonoBehaviour + { + #region EDITOR EXPOSED FIELDS + + [Tooltip("Determines which PhysicsVolume takes precedence if they overlap (higher value == higher priority).")] + [SerializeField] + private int _priority; + + [Tooltip("Determines the amount of friction applied by the volume as Character using CharacterMovement moves through it.\n" + + "The higher this value, the harder it will feel to move through the volume.")] + [SerializeField] + private float _friction; + + [Tooltip("Determines the terminal velocity of Characters using CharacterMovement when falling.")] + [SerializeField] + private float _maxFallSpeed; + + [Tooltip("Determines if the volume contains a fluid, like water.")] + [SerializeField] + private bool _waterVolume; + + #endregion + + #region FIELDS + + private BoxCollider _collider; + + #endregion + + #region PROPERTIES + + /// + /// This volume collider (trigger). + /// + + public BoxCollider boxCollider + { + get + { + if (_collider == null) + _collider = GetComponent(); + + return _collider; + } + } + + /// + /// Determines which PhysicsVolume takes precedence if they overlap (higher value == higher priority). + /// + + public int priority + { + get => _priority; + set => _priority = value; + } + + /// + /// Determines the amount of friction applied by the volume as Character's using CharacterMovement move through it. + /// The higher this value, the harder it will feel to move through the volume. + /// + + public float friction + { + get => _friction; + set => _friction = Mathf.Max(0.0f, value); + } + + /// + /// Determines the terminal velocity of Character's using CharacterMovement when falling. + /// + + public float maxFallSpeed + { + get => _maxFallSpeed; + set => _maxFallSpeed = Mathf.Max(0.0f, value); + } + + /// + /// Determines if the volume contains a fluid, like water. + /// + + public bool waterVolume + { + get => _waterVolume; + set => _waterVolume = value; + } + + #endregion + + #region METHODS + + protected virtual void OnReset() + { + priority = 0; + friction = 0.5f; + maxFallSpeed = 40.0f; + waterVolume = true; + } + + protected virtual void OnOnValidate() + { + friction = _friction; + maxFallSpeed = _maxFallSpeed; + } + + protected virtual void OnAwake() + { + boxCollider.isTrigger = true; + } + + #endregion + + #region MONOBEHAVIOUR + + private void Reset() + { + OnReset(); + } + + private void OnValidate() + { + OnOnValidate(); + } + + private void Awake() + { + OnAwake(); + } + + #endregion + } +} diff --git a/Assets/ECM2/Source/Components/PhysicsVolume.cs.meta b/Assets/ECM2/Source/Components/PhysicsVolume.cs.meta new file mode 100644 index 000000000..fc5b57ba1 --- /dev/null +++ b/Assets/ECM2/Source/Components/PhysicsVolume.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4a7a95050e56c7e4f976c906ecd1a941 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ECM2/Source/Components/SlopeLimitBehaviour.cs b/Assets/ECM2/Source/Components/SlopeLimitBehaviour.cs new file mode 100644 index 000000000..2a689c9e4 --- /dev/null +++ b/Assets/ECM2/Source/Components/SlopeLimitBehaviour.cs @@ -0,0 +1,113 @@ +using UnityEngine; + +namespace ECM2 +{ + /// + /// The slope behaviour for attached collider. + /// + + public enum SlopeBehaviour + { + Default, + + /// + /// Sets the collider as walkable. + /// + + Walkable, + + /// + /// Sets the collider as not walkable. + /// + + NotWalkable, + + /// + /// Let you specify a custom slope limit value for collider. + /// + + Override + } + + /// + /// Overrides a CharacterMovement SlopeLimit property allowing to define per-object behaviour instead of per face. + /// This enable you to tweak what surfaces Characters can walk up. Perhaps a stair case is too steep or + /// maybe you want to enforce the "no walking on the grass" signs, these settings will enable you to do so. + /// + + public sealed class SlopeLimitBehaviour : MonoBehaviour + { + #region EDITOR EXPOSED FIELDS + + [Tooltip("The desired behaviour.")] + [SerializeField] + private SlopeBehaviour _slopeBehaviour = SlopeBehaviour.Default; + + [SerializeField] + private float _slopeLimit; + + #endregion + + #region FIELDS + + [SerializeField, HideInInspector] + private float _slopeLimitCos; + + #endregion + + #region PROPERTIES + + /// + /// The current behaviour. + /// + + public SlopeBehaviour walkableSlopeBehaviour + { + get => _slopeBehaviour; + set => _slopeBehaviour = value; + } + + /// + /// The slope limit angle in degrees. + /// + + public float slopeLimit + { + get => _slopeLimit; + + set + { + _slopeLimit = Mathf.Clamp(value, 0.0f, 89.0f); + + _slopeLimitCos = Mathf.Cos(_slopeLimit * Mathf.Deg2Rad); + } + } + + /// + /// The cosine of slope angle (in radians), this is used to faster angle tests (e.g. dotProduct > slopeLimitCos) + /// + + public float slopeLimitCos + { + get => _slopeLimitCos; + + set + { + _slopeLimitCos = Mathf.Clamp01(value); + + _slopeLimit = Mathf.Clamp(Mathf.Acos(_slopeLimitCos) * Mathf.Rad2Deg, 0.0f, 89.0f); + } + } + + #endregion + + #region MONOBEHAVIOUR + + private void OnValidate() + { + slopeLimit = _slopeLimit; + } + + #endregion + } +} diff --git a/Assets/ECM2/Source/Components/SlopeLimitBehaviour.cs.meta b/Assets/ECM2/Source/Components/SlopeLimitBehaviour.cs.meta new file mode 100644 index 000000000..ada61d1aa --- /dev/null +++ b/Assets/ECM2/Source/Components/SlopeLimitBehaviour.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2843c82a9ca85424b925fc897391f62d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ECM2/Source/ECM2.asmdef b/Assets/ECM2/Source/ECM2.asmdef new file mode 100644 index 000000000..596c5c8cf --- /dev/null +++ b/Assets/ECM2/Source/ECM2.asmdef @@ -0,0 +1,14 @@ +{ + "name": "ECM2", + "rootNamespace": "ECM2", + "references": [], + "includePlatforms": [], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Assets/ECM2/Source/ECM2.asmdef.meta b/Assets/ECM2/Source/ECM2.asmdef.meta new file mode 100644 index 000000000..dc7fa0aed --- /dev/null +++ b/Assets/ECM2/Source/ECM2.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 659d7efc2734dfe4babc4144eff2294d +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ECM2/Source/Helpers.meta b/Assets/ECM2/Source/Helpers.meta new file mode 100644 index 000000000..3a2c30b24 --- /dev/null +++ b/Assets/ECM2/Source/Helpers.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8be59010d2e089f4ab0b4354b30ee000 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ECM2/Source/Helpers/RootMotionController.cs b/Assets/ECM2/Source/Helpers/RootMotionController.cs new file mode 100644 index 000000000..0b007b0b6 --- /dev/null +++ b/Assets/ECM2/Source/Helpers/RootMotionController.cs @@ -0,0 +1,118 @@ +using UnityEngine; + +namespace ECM2 +{ + /// + /// + /// RootMotionController. + /// + /// Helper component to get Animator root motion velocity vector (animRootMotionVelocity). + /// + /// This must be attached to a game object with an Animator component. + /// + + [RequireComponent(typeof(Animator))] + public class RootMotionController : MonoBehaviour + { + #region FIELDS + + protected Animator _animator; + + protected Vector3 _rootMotionDeltaPosition; + protected Quaternion _rootMotionDeltaRotation; + + #endregion + + #region METHOD + + /// + /// Flush any accumulated deltas. This prevents accumulation while character is toggling root motion. + /// + + public virtual void FlushAccumulatedDeltas() + { + _rootMotionDeltaPosition = Vector3.zero; + _rootMotionDeltaRotation = Quaternion.identity; + } + + /// + /// Return current root motion rotation and clears accumulated delta rotation. + /// + + public virtual Quaternion ConsumeRootMotionRotation() + { + Quaternion rootMotionRotation = _rootMotionDeltaRotation; + _rootMotionDeltaRotation = Quaternion.identity; + + return rootMotionRotation; + } + + /// + /// Get the calculated root motion velocity. + /// + + public virtual Vector3 GetRootMotionVelocity(float deltaTime) + { + if (deltaTime == 0.0f) + return Vector3.zero; + + Vector3 rootMotionVelocity = _rootMotionDeltaPosition / deltaTime; + return rootMotionVelocity; + } + + /// + /// Return current root motion velocity and clears accumulated delta positions. + /// + + public virtual Vector3 ConsumeRootMotionVelocity(float deltaTime) + { + Vector3 rootMotionVelocity = GetRootMotionVelocity(deltaTime); + _rootMotionDeltaPosition = Vector3.zero; + + return rootMotionVelocity; + } + + #endregion + + #region MONOBEHAVIOUR + + /// + /// If overriden, base method MUST be called. + /// + + public virtual void Awake() + { + _animator = GetComponent(); + + if (_animator == null) + { + Debug.LogError($"RootMotionController: There is no 'Animator' attached to the '{name}' game object.\n" + + $"Please attach a 'Animator' to the '{name}' game object"); + } + } + + /// + /// If overriden, base method MUST be called. + /// + + public virtual void Start() + { + _rootMotionDeltaPosition = Vector3.zero; + _rootMotionDeltaRotation = Quaternion.identity; + } + + /// + /// If overriden, base method MUST be called. + /// + + public virtual void OnAnimatorMove() + { + // Accumulate root motion deltas between character updates + + _rootMotionDeltaPosition += _animator.deltaPosition; + _rootMotionDeltaRotation = _animator.deltaRotation * _rootMotionDeltaRotation; + } + + #endregion + } +} \ No newline at end of file diff --git a/Assets/ECM2/Source/Helpers/RootMotionController.cs.meta b/Assets/ECM2/Source/Helpers/RootMotionController.cs.meta new file mode 100644 index 000000000..c93e37fbf --- /dev/null +++ b/Assets/ECM2/Source/Helpers/RootMotionController.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 838519e5d02343249e0d4ddd7578cba4 +timeCreated: 1603243744 \ No newline at end of file diff --git a/Assets/ECM2/Source/Interfaces.meta b/Assets/ECM2/Source/Interfaces.meta new file mode 100644 index 000000000..7c2e87796 --- /dev/null +++ b/Assets/ECM2/Source/Interfaces.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 8990a943a41a4051a9e2b542066a7bd5 +timeCreated: 1700619077 \ No newline at end of file diff --git a/Assets/ECM2/Source/Interfaces/IColliderFilter.cs b/Assets/ECM2/Source/Interfaces/IColliderFilter.cs new file mode 100644 index 000000000..98c55c11c --- /dev/null +++ b/Assets/ECM2/Source/Interfaces/IColliderFilter.cs @@ -0,0 +1,14 @@ +using UnityEngine; + +namespace ECM2 +{ + public interface IColliderFilter + { + /// + /// Determines if the given collider should be filtered (eg: ignored). + /// Return true if should be filtered, false otherwise. + /// + + bool Filter(Collider otherCollider); + } +} \ No newline at end of file diff --git a/Assets/ECM2/Source/Interfaces/IColliderFilter.cs.meta b/Assets/ECM2/Source/Interfaces/IColliderFilter.cs.meta new file mode 100644 index 000000000..ad546cbc3 --- /dev/null +++ b/Assets/ECM2/Source/Interfaces/IColliderFilter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ab476561401c4b644965e59c1c307e27 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ECM2/Source/Utils.meta b/Assets/ECM2/Source/Utils.meta new file mode 100644 index 000000000..426e05109 --- /dev/null +++ b/Assets/ECM2/Source/Utils.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2140f7c214e8462448458ec61e2435dd +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ECM2/Source/Utils/CollisionDetection.cs b/Assets/ECM2/Source/Utils/CollisionDetection.cs new file mode 100644 index 000000000..2f3ef8867 --- /dev/null +++ b/Assets/ECM2/Source/Utils/CollisionDetection.cs @@ -0,0 +1,171 @@ +using System; +using UnityEngine; + +namespace ECM2 +{ + /// + /// General purpose collision detection functions. + /// Lets you filter results implementing the IColliderFilter interface. + /// + + public static class CollisionDetection + { + #region CONSTANTS + + private const int kMaxHits = 8; + + #endregion + + #region FIELDS + + private static readonly RaycastHit[] HitsBuffer = new RaycastHit[kMaxHits]; + + #endregion + + #region METHODS + + public static int Raycast(Vector3 origin, Vector3 direction, float distance, int layerMask, + QueryTriggerInteraction queryTriggerInteraction, out RaycastHit closestHit, RaycastHit[] hits, + IColliderFilter colliderFilter) + { + closestHit = default; + + int rawHitCount = Physics.RaycastNonAlloc(origin, direction, HitsBuffer, distance, layerMask, + queryTriggerInteraction); + + if (rawHitCount == 0) + return 0; + + int filteredHitCount = 0; + float closestDistance = Mathf.Infinity; + + Array.Clear(hits, 0, hits.Length); + + for (int i = 0; i < rawHitCount; i++) + { + if (HitsBuffer[i].distance <= 0.0f || + colliderFilter != null && colliderFilter.Filter(HitsBuffer[i].collider)) + continue; + + if (HitsBuffer[i].distance < closestDistance) + { + closestHit = HitsBuffer[i]; + closestDistance = closestHit.distance; + } + + hits[filteredHitCount++] = HitsBuffer[i]; + } + + return filteredHitCount; + } + + public static int SphereCast(Vector3 origin, float radius, Vector3 direction, float distance, int layerMask, + QueryTriggerInteraction queryTriggerInteraction, out RaycastHit closestHit, RaycastHit[] hits, + IColliderFilter colliderFilter, float backStepDistance) + { + closestHit = default; + + Vector3 optOrigin = origin - direction * backStepDistance; + float optDistance = distance + backStepDistance; + + int rawHitCount = Physics.SphereCastNonAlloc(optOrigin, radius, direction, HitsBuffer, optDistance, + layerMask, queryTriggerInteraction); + + if (rawHitCount == 0) + return 0; + + int filteredHitCount = 0; + float closestDistance = Mathf.Infinity; + + Array.Clear(hits, 0, hits.Length); + + for (int i = 0; i < rawHitCount; i++) + { + if (HitsBuffer[i].distance <= 0.0f || + colliderFilter != null && colliderFilter.Filter(HitsBuffer[i].collider)) + continue; + + HitsBuffer[i].distance -= backStepDistance; + + if (HitsBuffer[i].distance < closestDistance) + { + closestHit = HitsBuffer[i]; + closestDistance = closestHit.distance; + } + + hits[filteredHitCount++] = HitsBuffer[i]; + } + + return filteredHitCount; + } + + public static int CapsuleCast(Vector3 point1, Vector3 point2, float radius, Vector3 direction, float distance, + int layerMask, QueryTriggerInteraction queryTriggerInteraction, out RaycastHit closestHit, + RaycastHit[] hits, IColliderFilter colliderFilter, float backStepDistance) + { + closestHit = default; + + Vector3 optPoint1 = point1 - direction * backStepDistance; + Vector3 optPoint2 = point2 - direction * backStepDistance; + + float optDistance = distance + backStepDistance; + + int rawHitCount = Physics.CapsuleCastNonAlloc(optPoint1, optPoint2, radius, direction, HitsBuffer, + optDistance, layerMask, queryTriggerInteraction); + + if (rawHitCount == 0) + return 0; + + int filteredHitCount = 0; + float closestDistance = Mathf.Infinity; + + Array.Clear(hits, 0, hits.Length); + + for (int i = 0; i < rawHitCount; i++) + { + if (HitsBuffer[i].distance <= 0.0f || + colliderFilter != null && colliderFilter.Filter(HitsBuffer[i].collider)) + continue; + + HitsBuffer[i].distance -= backStepDistance; + + if (HitsBuffer[i].distance < closestDistance) + { + closestHit = HitsBuffer[i]; + closestDistance = closestHit.distance; + } + + hits[filteredHitCount++] = HitsBuffer[i]; + } + + return filteredHitCount; + } + + public static int OverlapCapsule(Vector3 point1, Vector3 point2, float radius, int layerMask, + QueryTriggerInteraction queryTriggerInteraction, Collider[] results, IColliderFilter colliderFilter) + { + int rawOverlapCount = + Physics.OverlapCapsuleNonAlloc(point1, point2, radius, results, layerMask, queryTriggerInteraction); + + if (rawOverlapCount == 0) + return 0; + + int filteredOverlapCount = rawOverlapCount; + + for (int i = 0; i < rawOverlapCount; i++) + { + Collider overlappedCollider = results[i]; + + if (colliderFilter != null && !colliderFilter.Filter(overlappedCollider)) + continue; + + if (i < --filteredOverlapCount) + results[i] = results[filteredOverlapCount]; + } + + return filteredOverlapCount; + } + + #endregion + } +} \ No newline at end of file diff --git a/Assets/ECM2/Source/Utils/CollisionDetection.cs.meta b/Assets/ECM2/Source/Utils/CollisionDetection.cs.meta new file mode 100644 index 000000000..9d3e4b8c2 --- /dev/null +++ b/Assets/ECM2/Source/Utils/CollisionDetection.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 3ea13ecaa42445519734922e43f938f2 +timeCreated: 1700619165 \ No newline at end of file diff --git a/Assets/ECM2/Source/Utils/MeshUtility.cs b/Assets/ECM2/Source/Utils/MeshUtility.cs new file mode 100644 index 000000000..67338788d --- /dev/null +++ b/Assets/ECM2/Source/Utils/MeshUtility.cs @@ -0,0 +1,99 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Rendering; + +namespace ECM2 +{ + public static class MeshUtility + { + private const int kMaxVertices = 1024; + private const int kMaxTriangles = kMaxVertices * 3; + + private static readonly List _vertices = new List(kMaxVertices); + + private static readonly List _triangles16 = new List(kMaxTriangles); + private static readonly List _triangles32 = new List(); + + private static readonly List _scratchBuffer16 = new List(kMaxTriangles); + private static readonly List _scratchBuffer32 = new List(); + + public static Vector3 FindMeshOpposingNormal(Mesh sharedMesh, ref RaycastHit inHit) + { + Vector3 v0, v1, v2; + + if (sharedMesh.indexFormat == IndexFormat.UInt16) + { + _triangles16.Clear(); + + int subMeshCount = sharedMesh.subMeshCount; + if (subMeshCount == 1) + sharedMesh.GetTriangles(_triangles16, 0); + else + { + for (int i = 0; i < subMeshCount; i++) + { + sharedMesh.GetTriangles(_scratchBuffer16, i); + + _triangles16.AddRange(_scratchBuffer16); + } + } + + sharedMesh.GetVertices(_vertices); + + v0 = _vertices[_triangles16[inHit.triangleIndex * 3 + 0]]; + v1 = _vertices[_triangles16[inHit.triangleIndex * 3 + 1]]; + v2 = _vertices[_triangles16[inHit.triangleIndex * 3 + 2]]; + } + else + { + _triangles32.Clear(); + + int subMeshCount = sharedMesh.subMeshCount; + if (subMeshCount == 1) + sharedMesh.GetTriangles(_triangles32, 0); + else + { + for (int i = 0; i < subMeshCount; i++) + { + sharedMesh.GetTriangles(_scratchBuffer32, i); + + _triangles32.AddRange(_scratchBuffer32); + } + } + + sharedMesh.GetVertices(_vertices); + + v0 = _vertices[_triangles32[inHit.triangleIndex * 3 + 0]]; + v1 = _vertices[_triangles32[inHit.triangleIndex * 3 + 1]]; + v2 = _vertices[_triangles32[inHit.triangleIndex * 3 + 2]]; + } + + Matrix4x4 mtx = inHit.transform.localToWorldMatrix; + + Vector3 p0 = mtx.MultiplyPoint3x4(v0); + Vector3 p1 = mtx.MultiplyPoint3x4(v1); + Vector3 p2 = mtx.MultiplyPoint3x4(v2); + + Vector3 u = p1 - p0; + Vector3 v = p2 - p0; + + Vector3 worldNormal = Vector3.Cross(u, v).normalized; + + if (Vector3.Dot(worldNormal, inHit.normal) < 0.0f) + worldNormal = Vector3.Cross(v, u).normalized; + + return worldNormal; + } + + public static void FlushBuffers() + { + _vertices.Clear(); + + _scratchBuffer16.Clear(); + _scratchBuffer32.Clear(); + + _triangles16.Clear(); + 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Input/Scripts/CharacterInput.cs @@ -0,0 +1,103 @@ +using UnityEngine; +using UnityEngine.InputSystem; + +namespace ECM2.Walkthrough.Ex23 +{ + /// + /// This example shows how to make use of the new Input System, + /// in particular, the PlayerInput component to control a Character. + /// + /// These handlers are updated and managed by the PlayerInput component. + /// + + public class CharacterInput : MonoBehaviour + { + /// + /// Our controlled character. + /// + + [Tooltip("Character to be controlled.\n" + + "If not assigned, this will look into this GameObject.")] + [SerializeField] + private Character _character; + + /// + /// Current movement input values. + /// + + private Vector2 _movementInput; + + /// + /// Movement InputAction event handler. + /// + + public void OnMove(InputAction.CallbackContext context) + { + _movementInput = context.ReadValue(); + } + + /// + /// Jump InputAction event handler. + /// + + public void OnJump(InputAction.CallbackContext context) + { + if (context.started) + _character.Jump(); + else if (context.canceled) + _character.StopJumping(); + } + + /// + /// Crouch InputAction event handler. + /// + + public void OnCrouch(InputAction.CallbackContext context) + { + if (context.started) + _character.Crouch(); + else if (context.canceled) + _character.UnCrouch(); + } + + /// + /// Handle polled input here (ie: movement, look, etc.) + /// + + protected virtual void HandleInput() + { + // Compose a movement direction vector in world space + + Vector3 movementDirection = Vector3.zero; + + movementDirection += Vector3.forward * _movementInput.y; + movementDirection += Vector3.right * _movementInput.x; + + // If character has a camera assigned, + // make movement direction relative to this camera view direction + + if (_character.cameraTransform) + { + movementDirection + = movementDirection.relativeTo(_character.cameraTransform, _character.GetUpVector()); + } + + // Set character's movement direction vector + + 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GameObject.")] + [SerializeField] + private FirstPersonCharacter _character; + + [Space(15.0f)] + public bool invertLook = true; + [Tooltip("Mouse look sensitivity")] + public Vector2 sensitivity = new Vector2(0.05f, 0.05f); + + [Space(15.0f)] + [Tooltip("How far in degrees can you move the camera down.")] + public float minPitch = -80.0f; + [Tooltip("How far in degrees can you move the camera up.")] + public float maxPitch = 80.0f; + + /// + /// Current movement input values. + /// + + private Vector2 _movementInput; + + /// + /// Current look input values. + /// + + private Vector2 _lookInput; + + /// + /// Movement InputAction event handler. + /// + + public void OnMove(InputAction.CallbackContext context) + { + _movementInput = context.ReadValue(); + } + + /// + /// Look InputAction event handler. + /// + + public void OnLook(InputAction.CallbackContext context) + { + _lookInput = context.ReadValue(); + } + + /// + /// Jump InputAction event handler. + /// + + public void OnJump(InputAction.CallbackContext context) + { + if (context.started) + _character.Jump(); + else if (context.canceled) + _character.StopJumping(); + } + + /// + /// Crouch InputAction event handler. + /// + + public void OnCrouch(InputAction.CallbackContext context) + { + if (context.started) + _character.Crouch(); + else if (context.canceled) + _character.UnCrouch(); + } + + /// + /// Handle polled input here (ie: movement, look, etc.) + /// + + protected virtual void HandleInput() + { + // Move + + Vector3 movementDirection = Vector3.zero; + + movementDirection += Vector3.forward * _movementInput.y; + movementDirection += Vector3.right * _movementInput.x; + + movementDirection = movementDirection.relativeTo(_character.cameraTransform, _character.GetUpVector()); + + _character.SetMovementDirection(movementDirection); + + // Look + + Vector2 lookInput = _lookInput * sensitivity; + + _character.AddControlYawInput(lookInput.x); + _character.AddControlPitchInput(invertLook ? 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This example shows how to make use of the new Input System, + /// in particular, the PlayerInput component to control a Third Person Character. + /// + /// These handlers are updated and managed by the PlayerInput component. + /// + /// + public class ThirdPersonInput : MonoBehaviour + { + [Tooltip("Character to be controlled.\n" + + "If not assigned, this will look into this GameObject.")] + [SerializeField] + private ThirdPersonCharacter _character; + + [Space(15.0f)] + public bool invertLook = true; + + [FormerlySerializedAs("sensitivity")] [Tooltip("Look sensitivity")] + public Vector2 lookSensitivity = new Vector2(0.05f, 0.05f); + + [Tooltip("Zoom Sensitivity")] + public float zoomSensitivity = 1.0f; + + [Space(15.0f)] + [Tooltip("How far in degrees can you move the camera down.")] + public float minPitch = -80.0f; + + [Tooltip("How far in degrees can you move the camera up.")] + public float maxPitch = 80.0f; + + /// + /// Current movement input values. + /// + + private Vector2 _movementInput; + + /// + /// Current look input values. + /// + + private Vector2 _lookInput; + + /// + /// Current look input values. + /// + + private Vector2 _zoomInput; + + /// + /// Movement InputAction event handler. + /// + + public void OnMove(InputAction.CallbackContext context) + { + _movementInput = context.ReadValue(); + } + + /// + /// Look InputAction event handler. + /// + + public void OnLook(InputAction.CallbackContext context) + { + _lookInput = context.ReadValue(); + } + + /// + /// Zoom InputAction event handler. + /// + + public void OnZoom(InputAction.CallbackContext context) + { + _zoomInput = context.ReadValue(); + } + + /// + /// Jump InputAction event handler. + /// + + public void OnJump(InputAction.CallbackContext context) + { + if (context.started) + _character.Jump(); + else if (context.canceled) + _character.StopJumping(); + } + + /// + /// Crouch InputAction event handler. + /// + + public void OnCrouch(InputAction.CallbackContext context) + { + if (context.started) + _character.Crouch(); + else if (context.canceled) + _character.UnCrouch(); + } + + /// + /// Handle polled input here (ie: movement, look, etc.) + /// + + protected virtual void HandleInput() + { + // Move + + Vector3 movementDirection = Vector3.zero; + + movementDirection += Vector3.right * _movementInput.x; + movementDirection += Vector3.forward * _movementInput.y; + + if (_character.cameraTransform) + movementDirection = movementDirection.relativeTo(_character.cameraTransform, _character.GetUpVector()); + + _character.SetMovementDirection(movementDirection); + + // Look + + Vector2 lookInput = _lookInput * lookSensitivity; + + _character.AddControlYawInput(lookInput.x); + _character.AddControlPitchInput(invertLook ? -lookInput.y : lookInput.y, minPitch, maxPitch); + + // Zoom + + Vector2 zoomInput = _zoomInput * zoomSensitivity; + _character.AddControlZoomInput(zoomInput.y); + } + + protected virtual void Awake() + { + // If character not assigned, attempts to 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Controller/Scripts/AnimationController.cs @@ -0,0 +1,70 @@ +using UnityEngine; + +namespace ECM2.Walkthrough.Ex31 +{ + /// + /// This example shows how to animate a Character, + /// using the Character data (movement direction, velocity, is jumping, etc) to feed your Animator. + /// + + public class AnimationController : MonoBehaviour + { + // Cache Animator parameters + + private static readonly int Forward = Animator.StringToHash("Forward"); + private static readonly int Turn = Animator.StringToHash("Turn"); + private static readonly int Ground = Animator.StringToHash("OnGround"); + private static readonly int Crouch = Animator.StringToHash("Crouch"); + private static readonly int Jump = Animator.StringToHash("Jump"); + private static readonly int JumpLeg = Animator.StringToHash("JumpLeg"); + + // Cached Character + + private Character _character; + + private void Awake() + { + // Cache our Character + + _character = GetComponentInParent(); + } + + private void Update() + { + float 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Character/Scripts/SprintableCharacter.cs @@ -0,0 +1,90 @@ +using UnityEngine; + +namespace ECM2.Walkthrough.Ex41 +{ + /// + /// This example shows how to extend a Character (through inheritance) to perform a sprint ability. + /// This uses one of the new methods (introduced in v1.4) OnBeforeSimulationUpdate, + /// to easily modify the character's state within Character's simulation loop. + /// + + public class SprintableCharacter : Character + { + [Space(15.0f)] + public float maxSprintSpeed = 10.0f; + + private bool _isSprinting; + private bool _sprintInputPressed; + + /// + /// Request the character to start to sprint. + /// + + public void Sprint() + { + _sprintInputPressed = true; + } + + /// + /// Request the character to stop sprinting. + /// + + public void StopSprinting() + { + _sprintInputPressed = false; + } + + public bool IsSprinting() + { + return _isSprinting; + } + + /// + /// Determines if the character is able to sprint in its current state. + /// + + private bool CanSprint() + { + // A character can only sprint if: + // A character is in its walking movement mode and not crouched + + return IsWalking() && !IsCrouched(); + } + + /// + /// Start / stops a requested sprint. + /// + + private void CheckSprintInput() + { + if (!_isSprinting && _sprintInputPressed && CanSprint()) + { + _isSprinting = true; + } + else if (_isSprinting && (!_sprintInputPressed || !CanSprint())) + { + _isSprinting = false; + } + } + + /// + /// Override GetMaxSpeed method to return maxSprintSpeed while sprinting. + /// + + public override float GetMaxSpeed() + { + return _isSprinting ? maxSprintSpeed : base.GetMaxSpeed(); + } + + protected override void OnBeforeSimulationUpdate(float deltaTime) + { + // Call base method implementation + + base.OnBeforeSimulationUpdate(deltaTime); + + // Handle sprint + + CheckSprintInput(); + } + } +} \ No newline at end of file diff --git a/Assets/ECM2/Walkthrough/4 - Extending a Character/4.1 - Custom Character/Scripts/SprintableCharacter.cs.meta b/Assets/ECM2/Walkthrough/4 - Extending a Character/4.1 - Custom Character/Scripts/SprintableCharacter.cs.meta new file mode 100644 index 000000000..c10085186 --- /dev/null +++ b/Assets/ECM2/Walkthrough/4 - Extending a Character/4.1 - Custom Character/Scripts/SprintableCharacter.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 0d88021f925b47469d907d1488264b49 +timeCreated: 1700110471 \ No newline at end of file diff --git a/Assets/ECM2/Walkthrough/4 - Extending a Character/4.1 - Custom Character/Scripts/SprintableCharacterInput.cs b/Assets/ECM2/Walkthrough/4 - Extending a Character/4.1 - Custom Character/Scripts/SprintableCharacterInput.cs new file mode 100644 index 000000000..56d41d6ca --- /dev/null +++ b/Assets/ECM2/Walkthrough/4 - Extending a Character/4.1 - Custom Character/Scripts/SprintableCharacterInput.cs @@ -0,0 +1,69 @@ +using ECM2.Examples; +using UnityEngine.InputSystem; + +namespace ECM2.Walkthrough.Ex41 +{ + /// + /// Extends CharacterInput adding support for Sprint InputAction. + /// + + public class SprintableCharacterInput : CharacterInput + { + private SprintableCharacter _sprintableCharacter; + + /// + /// Sprint InputAction. + /// + + public InputAction sprintInputAction { get; set; } + + /// + /// Sprint InputAction handler. + /// + + public virtual void OnSprint(InputAction.CallbackContext context) + { + if (context.started) + _sprintableCharacter.Sprint(); + else if (context.canceled) + _sprintableCharacter.StopSprinting(); + } + + protected override void InitPlayerInput() + { + base.InitPlayerInput(); + + // Setup Sprint input action handlers + + sprintInputAction = inputActionsAsset.FindAction("Sprint"); + if (sprintInputAction != null) + { + sprintInputAction.started += OnSprint; + sprintInputAction.canceled += OnSprint; + + sprintInputAction.Enable(); + } + } + + protected override void DeinitPlayerInput() + { + base.DeinitPlayerInput(); + + if (sprintInputAction != null) + { + 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sprint ability. + /// This one use the new simulation OnBeforeSimulationUpdate event (introduced in v1.4), + /// to easily modify the character's state within Character's simulation loop. + /// + + public class SprintAbility : MonoBehaviour + { + [Space(15.0f)] + public float maxSprintSpeed = 10.0f; + + private Character _character; + + private bool _isSprinting; + private bool _sprintInputPressed; + + private float _cachedMaxWalkSpeed; + + /// + /// Request the character to start to sprint. + /// + + public void Sprint() + { + _sprintInputPressed = true; + } + + /// + /// Request the character to stop sprinting. + /// + + public void StopSprinting() + { + _sprintInputPressed = false; + } + + /// + /// Return true if the character is sprinting, false otherwise. + /// + + public bool IsSprinting() + { + return _isSprinting; + } + + /// + /// Determines if the character, is able to sprint in its current state. + /// + + private bool CanSprint() + { + return _character.IsWalking() && !_character.IsCrouched(); + } + + /// + /// Handles sprint input and adjusts character speed accordingly. + /// + + private void CheckSprintInput() + { + if (!_isSprinting && _sprintInputPressed && CanSprint()) + { + _isSprinting = true; + + _cachedMaxWalkSpeed = _character.maxWalkSpeed; + _character.maxWalkSpeed = maxSprintSpeed; + + } + else if (_isSprinting && (!_sprintInputPressed || !CanSprint())) + { + _isSprinting = false; + + _character.maxWalkSpeed = _cachedMaxWalkSpeed; + } + } + + private void OnBeforeSimulationUpdated(float deltaTime) + { + // Handle sprinting + + CheckSprintInput(); + } + + private void Awake() + { + // Cache character + + _character = GetComponent(); + } + + private void OnEnable() + { + // Subscribe to Character BeforeSimulationUpdated event + + _character.BeforeSimulationUpdated += OnBeforeSimulationUpdated; + } + + private void OnDisable() + { + // Un-Subscribe from Character BeforeSimulationUpdated event + + _character.BeforeSimulationUpdated -= 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000000000..ad1f7b863 --- /dev/null +++ b/Assets/ECM2/Walkthrough/4 - Extending a Character/4.2 - Character Extensions/Scripts/SprintAbilityInput.cs @@ -0,0 +1,76 @@ +using ECM2.Examples; +using UnityEngine.InputSystem; + +namespace ECM2.Walkthrough.Ex42 +{ + /// + /// Extends CharacterInput adding support to handle the Sprint Ability. + /// + + public class SprintAbilityInput : CharacterInput + { + // The Sprint Ability + + private SprintAbility _sprintAbility; + + /// + /// Sprint InputAction. + /// + + public InputAction sprintInputAction { get; set; } + + /// + /// Sprint InputAction handler. + /// + + public virtual void OnSprint(InputAction.CallbackContext context) + { + if (context.started) + _sprintAbility.Sprint(); + else if (context.canceled) + _sprintAbility.StopSprinting(); + } + + protected override void InitPlayerInput() + { + base.InitPlayerInput(); + + // Setup Sprint input action handlers + + sprintInputAction = inputActionsAsset.FindAction("Sprint"); + if (sprintInputAction != null) + { + sprintInputAction.started += OnSprint; + sprintInputAction.canceled += OnSprint; + + sprintInputAction.Enable(); + } + } + + protected override void DeinitPlayerInput() + { + base.DeinitPlayerInput(); + + if (sprintInputAction != null) + { + sprintInputAction.started -= OnSprint; + sprintInputAction.canceled -= OnSprint; + + sprintInputAction.Disable(); + sprintInputAction = null; + } + } + + protected override void Awake() + { + // Call base method implementation (a MUST) + + base.Awake(); + + // Cache character sprint ability component + + _sprintAbility = GetComponent(); + } + } +} + diff --git a/Assets/ECM2/Walkthrough/4 - Extending a Character/4.2 - Character Extensions/Scripts/SprintAbilityInput.cs.meta b/Assets/ECM2/Walkthrough/4 - Extending a Character/4.2 - Character Extensions/Scripts/SprintAbilityInput.cs.meta new file mode 100644 index 000000000..7f6adec97 --- /dev/null +++ b/Assets/ECM2/Walkthrough/4 - Extending a Character/4.2 - Character 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UnityEngine; + +namespace ECM2.Walkthrough.Ex43 +{ + /// + /// This example shows how to extend a Character (through inheritance) adding a custom movement mode; + /// in this case, a Dash mechanic. + /// + + public class DashingCharacter : Character + { + #region ENUMS + + public enum ECustomMovementMode + { + None, + Dashing + } + + #endregion + + #region EDITOR EXPOSED FIELDS + + [Space(15.0f)] + [Tooltip("Is the character able to Dash?")] + public bool canEverDash = true; + + [Tooltip("Dash initial impulse.")] + public float dashImpulse = 20.0f; + + [Tooltip("Dash duration in seconds.")] + public float dashDuration = 0.15f; + + #endregion + + #region FIELDS + + protected float _dashingTime; + protected bool _dashInputPressed; + + #endregion + + #region PROPERTIES + + /// + /// Ture if dash input is pressed, false otherwise. + /// + + protected bool dashInputPressed => _dashInputPressed; + + #endregion + + #region METHODS + + /// + /// Is the character currently dashing? + /// + + public bool IsDashing() + { + return movementMode == MovementMode.Custom && customMovementMode == (int)ECustomMovementMode.Dashing; + } + + /// + /// Request to perform a dash. + /// The request is processed on the next simulation update. + /// Call this from an input event (such as a button 'down' event). + /// + + public void Dash() + { + _dashInputPressed = true; + } + + /// + /// Request to stop dashing. + /// The request is processed on the next simulation update. + /// Call this from an input event (such as a button 'up' event). + /// + + public void StopDashing() + { + _dashInputPressed = false; + } + + /// + /// Determines if the Character is able to dash in its current state. + /// Defaults to Walking or Falling while NOT crouched. + /// + + public bool IsDashAllowed() + { + if (IsCrouched()) + return false; + + return canEverDash && (IsWalking() || IsFalling()); + } + + /// + /// Perform dash. + /// + + protected virtual void DoDash() + { + // Apply dash impulse along input direction (if any) or along character's forward + + Vector3 dashDirection = GetMovementDirection(); + if (dashDirection.isZero()) + dashDirection = GetForwardVector(); + + Vector3 dashDirection2D = dashDirection.onlyXZ().normalized; + + SetVelocity(dashDirection2D * dashImpulse); + + // Change to dashing movement mode + + SetMovementMode(MovementMode.Custom, (int)ECustomMovementMode.Dashing); + + // Lock rotation towards dashing direction + + if (rotationMode == RotationMode.OrientRotationToMovement) + SetRotation(Quaternion.LookRotation(dashDirection2D)); + } + + /// + /// Reset dashing state and exit dashing movement mode. + /// + + protected virtual void ResetDashState() + { + // Reset dashing state + + _dashingTime = 0.0f; + _dashInputPressed = false; + + // Clear dashing impulse + + SetVelocity(Vector3.zero); + + // Falling is auto-manged state so its safe to use as an exit state. + + SetMovementMode(MovementMode.Falling); + } + + /// + /// Update dashing movement mode. + /// + + protected virtual void DashingMovementMode(float deltaTime) + { + // This prevents the character from rotate towards a movement direction + + SetMovementDirection(Vector3.zero); + + // Update dash timer... + + _dashingTime += deltaTime; + if (_dashingTime >= dashDuration) + { + // If completed, exit dash state + + ResetDashState(); + } + } + + protected override void OnBeforeSimulationUpdate(float deltaTime) + { + // Call base method implementation + + base.OnBeforeSimulationUpdate(deltaTime); + + // Attempts to start a requested dash + + if (!IsDashing() && dashInputPressed && IsDashAllowed()) + DoDash(); + } + + protected override void CustomMovementMode(float deltaTime) + { + // Call base method implementation + + base.CustomMovementMode(deltaTime); + + // Update dashing movement mode + + if (customMovementMode == (int)ECustomMovementMode.Dashing) + DashingMovementMode(deltaTime); + } + + #endregion + } +} \ No newline at end of file diff --git a/Assets/ECM2/Walkthrough/4 - 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ECM2.Walkthrough.Ex43 +{ + /// + /// Extends CharacterInput adding support to handle Dash mechanic. + /// + + public class DashingCharacterInput : CharacterInput + { + private DashingCharacter _dashingCharacter; + + /// + /// Dash InputAction. + /// + + public InputAction dashInputAction { get; set; } + + /// + /// Sprint InputAction handler. + /// + + public virtual void OnDash(InputAction.CallbackContext context) + { + if (context.started) + _dashingCharacter.Dash(); + else if (context.canceled) + _dashingCharacter.StopDashing(); + } + + protected override void InitPlayerInput() + { + base.InitPlayerInput(); + + // Setup Sprint input action handlers + + dashInputAction = inputActionsAsset.FindAction("Interact"); + if (dashInputAction != null) + { + dashInputAction.started += OnDash; + dashInputAction.canceled += OnDash; + + dashInputAction.Enable(); + } + } + + protected override void DeinitPlayerInput() + { + base.DeinitPlayerInput(); + + if (dashInputAction != null) + { + 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{foundGround.collider.name} ground"); + } + + protected override void OnLanded(Vector3 landingVelocity) + { + // Call base method implementation + + base.OnLanded(landingVelocity); + + // Add your code here... + + Debug.Log($"Landed with {landingVelocity:F4} landing velocity."); + } + + protected override void OnCrouched() + { + // Call base method implementation + + base.OnCrouched(); + + // Add your code here... + + Debug.Log("Crouched"); + } + + protected override void OnUnCrouched() + { + // Call base method implementation + + base.OnUnCrouched(); + + // Add your code here... + + Debug.Log("UnCrouched"); + } + + protected override void OnJumped() + { + // Call base method implementation + + base.OnJumped(); + + // Add your code here... + + Debug.Log("Jumped!"); + + // Enable apex notification event + + notifyJumpApex = true; + } + + protected override void OnReachedJumpApex() + { + // Call base method implementation + + base.OnReachedJumpApex(); + + // Add your code here... + + Debug.Log($"Apex reached {GetVelocity():F4}"); + } + } +} \ No newline at end of file diff --git a/Assets/ECM2/Walkthrough/5 - Collision Detection and Events/5.1 - Custom Character/Scripts/PlayerCharacter.cs.meta b/Assets/ECM2/Walkthrough/5 - Collision Detection and Events/5.1 - Custom Character/Scripts/PlayerCharacter.cs.meta new file mode 100644 index 000000000..baad4a794 --- /dev/null +++ b/Assets/ECM2/Walkthrough/5 - Collision Detection and Events/5.1 - Custom Character/Scripts/PlayerCharacter.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: c8d7237bdbeb48bb8206383a09c25b67 +timeCreated: 1700173847 \ No newline at end of file diff --git a/Assets/ECM2/Walkthrough/5 - Collision Detection and Events/5.2 - Listen Character Events.meta b/Assets/ECM2/Walkthrough/5 - Collision Detection and Events/5.2 - Listen Character Events.meta new file mode 100644 index 000000000..dad1c4b7c --- /dev/null +++ b/Assets/ECM2/Walkthrough/5 - Collision Detection and Events/5.2 - Listen Character 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when extending a Character through composition. + /// + + public class PlayerController : MonoBehaviour + { + // Our controlled Character + + [SerializeField] + private Character _character; + + protected void OnCollided(ref CollisionResult collisionResult) + { + Debug.Log($"Collided with {collisionResult.collider.name}"); + } + + protected void OnFoundGround(ref FindGroundResult foundGround) + { + Debug.Log($"Found {foundGround.collider.name} ground"); + } + + protected void OnLanded(Vector3 landingVelocity) + { + Debug.Log($"Landed with {landingVelocity:F4} landing velocity."); + } + + protected void OnCrouched() + { + Debug.Log("Crouched"); + } + + protected void OnUnCrouched() + { + Debug.Log("UnCrouched"); + } + + protected void OnJumped() + { + Debug.Log("Jumped!"); + + // Enable apex notification event + + _character.notifyJumpApex = true; + } + + protected void OnReachedJumpApex() + { + Debug.Log($"Apex reached {_character.GetVelocity():F4}"); + } + + private void Awake() + { + 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overrideLateralVelocity); + } + } +} diff --git a/Assets/ECM2/Walkthrough/6 - Physics/6.1 - Forces/Scripts/Bouncer.cs.meta b/Assets/ECM2/Walkthrough/6 - Physics/6.1 - Forces/Scripts/Bouncer.cs.meta new file mode 100644 index 000000000..1e5bbbfde --- /dev/null +++ b/Assets/ECM2/Walkthrough/6 - Physics/6.1 - Forces/Scripts/Bouncer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e2f424a060a55e54fa1e050bdce93433 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ECM2/Walkthrough/6 - Physics/6.1 - Forces/Scripts/ForceZone.cs b/Assets/ECM2/Walkthrough/6 - Physics/6.1 - Forces/Scripts/ForceZone.cs new file mode 100644 index 000000000..59ec75b11 --- /dev/null +++ b/Assets/ECM2/Walkthrough/6 - Physics/6.1 - Forces/Scripts/ForceZone.cs @@ -0,0 +1,41 @@ +using UnityEngine; + +namespace ECM2.Walkthrough.Ex61 +{ + /// + /// This example shows how to simulate a directional wind using the Character's AddForce method. + /// + + public class ForceZone : MonoBehaviour + { + public Vector3 windDirection = Vector3.up; + public float windStrength = 20.0f; + + private void OnTriggerStay(Collider other) + { + if (!other.CompareTag("Player")) + return; + + if (!other.TryGetComponent(out Character character)) + return; + + Vector3 windForce = windDirection.normalized * windStrength; + + // Check to see if applied momentum is enough to overcome gravity, + // if does, pause ground constraint to allow the character leave the ground + + Vector3 worldUp = -character.GetGravityDirection(); + float upWindForceMagnitude = Vector3.Dot(windForce, worldUp); + + if (upWindForceMagnitude > 0.0f) + { + if (character.IsWalking() && upWindForceMagnitude - character.GetGravityMagnitude() > 0.0f) + character.PauseGroundConstraint(); + } + + // Add force ignoring character's mass + + character.AddForce(windForce, ForceMode.Acceleration); + } + } +} \ No 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000000000..c8d66eda4 --- /dev/null +++ b/Assets/ECM2/Walkthrough/7 - Platforms/7.1 - Scripted Platforms/Scripts/KinematicMove.cs @@ -0,0 +1,88 @@ +using UnityEngine; + +namespace ECM2.Walkthrough.Ex71 +{ + /// + /// This example shows how to implement a moving platform. + /// It will loop from its start position (ie: transform.position) to its target position + /// (ie: startPosition + offset) during moveTime seconds. + /// + + [RequireComponent(typeof(Rigidbody))] + public class KinematicMove : MonoBehaviour + { + #region FIELDS + + [SerializeField] + public float _moveTime = 3.0f; + + [SerializeField] + private Vector3 _offset; + + #endregion + + #region PRIVATE FIELDS + + private Rigidbody _rigidbody; + + private Vector3 _startPosition; + private Vector3 _targetPosition; + + #endregion + + #region PROPERTIES + + public float moveTime + { + get => _moveTime; + set => _moveTime = Mathf.Max(0.0001f, value); + } + + public Vector3 offset + { + get => _offset; + set => _offset = value; + } + + #endregion + + #region METHODS + + /// + /// Sinusoidal ease function. + /// + + public static float EaseInOut(float time, float duration) + { + return -0.5f * (Mathf.Cos(Mathf.PI * time / duration) - 1.0f); + } + + #endregion + + #region MONOBEHAVIOUR + + public void OnValidate() + { + moveTime = _moveTime; + } + + public void Awake() + { + _rigidbody = GetComponent(); + _rigidbody.isKinematic = true; + + _startPosition = transform.position; + _targetPosition = _startPosition + offset; + } + + public void FixedUpdate() + { + float t = EaseInOut(Mathf.PingPong(Time.time, _moveTime), _moveTime); + Vector3 p = Vector3.Lerp(_startPosition, _targetPosition, t); + + _rigidbody.MovePosition(p); + } + + #endregion + } +} diff --git a/Assets/ECM2/Walkthrough/7 - Platforms/7.1 - Scripted Platforms/Scripts/KinematicMove.cs.meta b/Assets/ECM2/Walkthrough/7 - Platforms/7.1 - Scripted Platforms/Scripts/KinematicMove.cs.meta new file mode 100644 index 000000000..2c081ab75 --- /dev/null +++ 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class KinematicRotate : MonoBehaviour + { + #region FIELDS + + [SerializeField] + private float _rotationSpeed = 30.0f; + + public Vector3 rotationAxis = Vector3.up; + + #endregion + + #region PRIVATE FIELDS + + private Rigidbody _rigidbody; + + private float _angle; + + #endregion + + #region PROPERTIES + + public float rotationSpeed + { + get => _rotationSpeed; + set => _rotationSpeed = value; + } + + public float angle + { + get => _angle; + set => _angle = MathLib.ClampAngle(value, 0.0f, 360.0f); + } + + #endregion + + #region MONOBEHAVIOUR + + public void OnValidate() + { + rotationSpeed = _rotationSpeed; + rotationAxis = rotationAxis.normalized; + } + + public void Awake() + { + _rigidbody = GetComponent(); + _rigidbody.isKinematic = true; + } + + public void FixedUpdate() + { + angle += rotationSpeed * Time.deltaTime; + + Quaternion rotation = Quaternion.AngleAxis(rotationSpeed * Time.deltaTime, rotationAxis.normalized); + _rigidbody.MoveRotation(_rigidbody.rotation * rotation); 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Character character; + + public LayerMask groundMask; + + private NavMeshCharacter _navMeshCharacter; + + private void Awake() + { + _navMeshCharacter = character.GetComponent(); + } + + private void Update() + { + if (Mouse.current.leftButton.isPressed) + { + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Physics.Raycast(ray, out RaycastHit hitResult, Mathf.Infinity, groundMask)) + _navMeshCharacter.MoveToDestination(hitResult.point); + } + } + } +} \ No newline at end of file diff --git a/Assets/ECM2/Walkthrough/8 - AI Navigation/8.1 - Click To Move/Scripts/ClickToMove.cs.meta b/Assets/ECM2/Walkthrough/8 - AI Navigation/8.1 - Click To Move/Scripts/ClickToMove.cs.meta new file mode 100644 index 000000000..72c130099 --- /dev/null +++ b/Assets/ECM2/Walkthrough/8 - AI Navigation/8.1 - Click To Move/Scripts/ClickToMove.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 73efcbc164914ab79ce2097117b3d8c0 +timeCreated: 1699930097 \ No newline at end of file diff --git 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3/Resources/ES3/ES3Defaults.asset @@ -42,7 +42,6 @@ MonoBehaviour: - NBC.Lan - NBC.UI - Obi - - Rewired_Windows_Functions - StompyRobot.SRDebugger - StompyRobot.SRF - VInspector diff --git a/Assets/Resources/GameItemsPrefabs/Lines/FFishingLine_1.prefab b/Assets/Resources/GameItemsPrefabs/Lines/FFishingLine_1.prefab index cffa6645b..ee684b367 100644 --- a/Assets/Resources/GameItemsPrefabs/Lines/FFishingLine_1.prefab +++ b/Assets/Resources/GameItemsPrefabs/Lines/FFishingLine_1.prefab @@ -136,11 +136,10 @@ SpringJoint: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1216861808783687} - serializedVersion: 3 + serializedVersion: 4 m_ConnectedBody: {fileID: 54064796885498670} m_ConnectedArticulationBody: {fileID: 0} m_Anchor: {x: 0, y: 0, z: 0} - m_Axis: {x: 1, y: 0, z: 0} m_AutoConfigureConnectedAnchor: 0 m_ConnectedAnchor: {x: 0, y: 0, z: 0} m_Spring: 2500 @@ -317,6 +316,9 @@ MonoBehaviour: obiRopeSegment_1: {fileID: 114690977222484832} obiRopeSegment_2: 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3} - m_Name: - m_EditorClassIdentifier: - m_CursorMu: 0 - m_SourceMu: 0 - direction: 1 diff --git a/Assets/Scripts/Fishing/Data/FPlayerData.cs b/Assets/Scripts/Fishing/Data/FPlayerData.cs index 19734c1b0..97b8d371f 100644 --- a/Assets/Scripts/Fishing/Data/FPlayerData.cs +++ b/Assets/Scripts/Fishing/Data/FPlayerData.cs @@ -25,12 +25,17 @@ namespace NBF public Quaternion rotation; public float currentReelingSpeed; - + public bool isHandOnHandle; /// /// 线长度 /// public float lineLength; + /// + /// 收线速度 + /// + public float reelSpeed; + /// /// 当前状态 /// diff --git a/Assets/Scripts/Fishing/Fish/FFish.cs b/Assets/Scripts/Fishing/Fish/FFish.cs index db79d25a5..2656f1578 100644 --- a/Assets/Scripts/Fishing/Fish/FFish.cs +++ b/Assets/Scripts/Fishing/Fish/FFish.cs @@ -686,29 +686,29 @@ public class FFish : MonoBehaviour currentBaitLure.transform.localPosition = Vector3.zero; } - if (currentRod.linelenghtDiferent > 0f && - Vector3.Distance(transform.position, currentRod.transform.position) < 5f && InputManager.isPullUpRod) - { - getFishCounter = Mathf.MoveTowards(getFishCounter, 1f, Time.deltaTime * 0.5f); - // FScriptsHandler.Instance.m_HudManager.ShowGetFishCircle(getFishCounter); - if (Mathf.Approximately(getFishCounter, 1f)) - { - GetFish(); - // FScriptsHandler.Instance.m_HudManager.ShowGetFishCircle(-1f); - return; - } - } - else if (currentRod.linelenghtDiferent > 0f && - Vector3.Distance(transform.position, currentRod.transform.position) < 5f) - { - getFishCounter = 0f; - // FScriptsHandler.Instance.m_HudManager.ShowGetFishCircle(0f); - } - else - { - getFishCounter = 0f; - // FScriptsHandler.Instance.m_HudManager.ShowGetFishCircle(-1f); - } + // if (currentRod.linelenghtDiferent > 0f && + // Vector3.Distance(transform.position, currentRod.transform.position) < 5f && InputManager.isPullUpRod) + // { + // getFishCounter = Mathf.MoveTowards(getFishCounter, 1f, Time.deltaTime * 0.5f); + // // FScriptsHandler.Instance.m_HudManager.ShowGetFishCircle(getFishCounter); + // if (Mathf.Approximately(getFishCounter, 1f)) + // { + // GetFish(); + // // FScriptsHandler.Instance.m_HudManager.ShowGetFishCircle(-1f); + // return; + // } + // } + // else if (currentRod.linelenghtDiferent > 0f && + // Vector3.Distance(transform.position, currentRod.transform.position) < 5f) + // { + // getFishCounter = 0f; + // // FScriptsHandler.Instance.m_HudManager.ShowGetFishCircle(0f); + // } + // else + // { + // getFishCounter = 0f; + // // FScriptsHandler.Instance.m_HudManager.ShowGetFishCircle(-1f); + // } if (CheckUnnhookFish() && getFishCounter == 0f) { @@ -724,62 +724,62 @@ public class FFish : MonoBehaviour var reel = currentRod.Owner.Gears.Reel; if ((bool)currentRod.Owner) { - if (InputManager.isPullUpRod) - { - pullingTime += Time.deltaTime; - if (currentRod.Owner.handPullUp < 1f) - { - if (reel.reelingDrag > 0f) - { - if (reel.reelingDrag < 1f) - { - fishingReel = true; - } - - int num2 = 2; - if (pullingTime < num2) - { - float num3 = currentRod.Owner.handPullUp * - currentRod.currentLineStrenght * 0.25f / fishWeight; - num -= num3; - fishStrenght -= num3; - fishStamina = Mathf.MoveTowards(fishStamina, 0.03f, Time.deltaTime * num3); - } - } - } - else if (reel.reelingDrag > 0f) - { - fishingReel = true; - fishStamina = Mathf.MoveTowards(fishStamina, 0.03f, - Time.deltaTime * 0.025f * currentRod.currentLineStrenght * - reel.reelingDrag); - if (fishStamina <= 0.035 && fishWeight >= 300f) - { - Vector3 position = SceneSettings.Instance.transform.position; - Quaternion b = Quaternion.LookRotation(position - transform.position); - float value = Vector3.Distance(transform.position, position); - rigidbody.rotation = Quaternion.Slerp(rigidbody.rotation, b, Time.deltaTime * (5f + speed)); - rigidbody.transform.Translate(Vector3.forward * Time.deltaTime * speed); - speed = Mathf.MoveTowards(speed, Mathf.Clamp01(value) * 0.25f + 0.1f, Time.deltaTime); - SetAngularAnim(position); - } - } - } - else - { - if (pullingTime != 0f) - { - pullingTime = 0f; - } - - fishingReel = false; - if (reel.reelingDrag > 0f) - { - fishStamina = Mathf.MoveTowards(fishStamina, 0.03f, - Time.deltaTime * 0.001f * currentRod.currentLineStrenght * - reel.reelingDrag); - } - } + // if (InputManager.isPullUpRod) + // { + // pullingTime += Time.deltaTime; + // if (currentRod.Owner.handPullUp < 1f) + // { + // if (reel.reelingDrag > 0f) + // { + // if (reel.reelingDrag < 1f) + // { + // fishingReel = true; + // } + // + // int num2 = 2; + // if (pullingTime < num2) + // { + // float num3 = currentRod.Owner.handPullUp * + // currentRod.currentLineStrenght * 0.25f / fishWeight; + // num -= num3; + // fishStrenght -= num3; + // fishStamina = Mathf.MoveTowards(fishStamina, 0.03f, Time.deltaTime * num3); + // } + // } + // } + // else if (reel.reelingDrag > 0f) + // { + // fishingReel = true; + // fishStamina = Mathf.MoveTowards(fishStamina, 0.03f, + // Time.deltaTime * 0.025f * currentRod.currentLineStrenght * + // reel.reelingDrag); + // if (fishStamina <= 0.035 && fishWeight >= 300f) + // { + // Vector3 position = SceneSettings.Instance.transform.position; + // Quaternion b = Quaternion.LookRotation(position - transform.position); + // float value = Vector3.Distance(transform.position, position); + // rigidbody.rotation = Quaternion.Slerp(rigidbody.rotation, b, Time.deltaTime * (5f + speed)); + // rigidbody.transform.Translate(Vector3.forward * Time.deltaTime * speed); + // speed = Mathf.MoveTowards(speed, Mathf.Clamp01(value) * 0.25f + 0.1f, Time.deltaTime); + // SetAngularAnim(position); + // } + // } + // } + // else + // { + // if (pullingTime != 0f) + // { + // pullingTime = 0f; + // } + // + // fishingReel = false; + // if (reel.reelingDrag > 0f) + // { + // fishStamina = Mathf.MoveTowards(fishStamina, 0.03f, + // Time.deltaTime * 0.001f * currentRod.currentLineStrenght * + // reel.reelingDrag); + // } + // } } // if ((bool)currentRod.currentPlayer && diff --git a/Assets/Scripts/Fishing/InputManager.cs b/Assets/Scripts/Fishing/InputManager.cs new file mode 100644 index 000000000..ea47b04e3 --- /dev/null +++ b/Assets/Scripts/Fishing/InputManager.cs @@ -0,0 +1,129 @@ +using System.Runtime.InteropServices; +// using Rewired; +using UnityEngine; + +public class InputManager : MonoBehaviour +{ + public struct POINT + { + public int X; + + public int Y; + } + + + // [Tooltip("Rewired Input Manager's player used for handling player's input")] + // private Player player; + + public bool IgnoreAllInput = false; + + + public static bool IsMouseLeft; + public static bool IsMouseRight; + + + public static bool isShowSlot0; + + public static bool isShowSlot1; + + public static bool isShowSlot2; + + public static bool isShowSlot3; + + public static bool isShowSlot4; + + + [DllImport("user32.dll")] + private static extern bool SetCursorPos(int X, int Y); + + [DllImport("user32.dll")] + private static extern void mouse_event(int dwFlags, int dx, int dy, int dwData, int dwExtraInfo); + + [DllImport("user32.dll")] + public static extern bool GetCursorPos(out POINT lpPoint); + + + private PlayerInputControl _playerInputControl; + + private void Start() + { + _playerInputControl = new PlayerInputControl(); + } + + + private void Update() + { + if (IgnoreAllInput) + { + return; + } + + if (Input.GetMouseButtonDown(0)) + { + IsMouseLeft = true; + } + + if (Input.GetMouseButtonUp(0)) + { + IsMouseLeft = false; + } + + if (Input.GetMouseButtonDown(1)) + { + IsMouseRight = true; + } + + if (Input.GetMouseButtonUp(1)) + { + IsMouseRight = false; + } + + if (Input.GetKeyDown(KeyCode.Alpha0)) + { + isShowSlot0 = true; + Debug.LogError("showSlot0======"); + } + else + { + isShowSlot0 = false; + } + + if (Input.GetKeyDown(KeyCode.Alpha1)) + { + isShowSlot1 = true; + Debug.LogError("showSlot1======"); + } + else + { + isShowSlot1 = false; + } + + if (Input.GetKeyDown(KeyCode.Alpha2)) + { + isShowSlot2 = true; + Debug.LogError("showSlot2======"); + } + else + { + isShowSlot2 = false; + } + + if (Input.GetKeyDown(KeyCode.Alpha3)) + { + isShowSlot3 = true; + } + else + { + isShowSlot3 = false; + } + + if (Input.GetKeyDown(KeyCode.Alpha4)) + { + isShowSlot4 = true; + } + else + { + isShowSlot4 = false; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Fishing/InputManager.cs.meta b/Assets/Scripts/Fishing/InputManager.cs.meta new file mode 100644 index 000000000..4e25f2794 --- /dev/null +++ b/Assets/Scripts/Fishing/InputManager.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: fecc50928be248b896f6ee0a17e7b76d +timeCreated: 1746892722 \ No newline at end of file diff --git a/Assets/Scripts/Fishing/New/Datasource/FishingDatasource.cs b/Assets/Scripts/Fishing/New/Datasource/FishingDatasource.cs index 9e3b6e9d2..cf4c777ef 100644 --- a/Assets/Scripts/Fishing/New/Datasource/FishingDatasource.cs +++ b/Assets/Scripts/Fishing/New/Datasource/FishingDatasource.cs @@ -21,6 +21,11 @@ namespace NBF } } + public void Update() + { + + } + public void AddPlayer(FPlayerData player) { Players[player.PlayerID] = player; @@ -176,7 +181,6 @@ namespace NBF } else if (index == 1) { - } else if (index == 2) { @@ -184,8 +188,6 @@ namespace NBF } else { - - } diff --git a/Assets/Scripts/Fishing/New/DatasourcePlayer/FishingPlay.cs b/Assets/Scripts/Fishing/New/DatasourcePlayer/FishingPlay.cs index 3d968fcef..7fca7df6d 100644 --- a/Assets/Scripts/Fishing/New/DatasourcePlayer/FishingPlay.cs +++ b/Assets/Scripts/Fishing/New/DatasourcePlayer/FishingPlay.cs @@ -110,5 +110,10 @@ namespace NBF } #endregion + + public void Update() + { + + } } } \ No newline at end of file diff --git a/Assets/Scripts/Fishing/New/Fishing.cs b/Assets/Scripts/Fishing/New/Fishing.cs index a89d70ca6..0b7cc78b1 100644 --- a/Assets/Scripts/Fishing/New/Fishing.cs +++ b/Assets/Scripts/Fishing/New/Fishing.cs @@ -1,11 +1,14 @@ using NBC; -using Unity.VisualScripting; -using UnityEngine; namespace NBF { public class Fishing { + Fishing() + { + MonoManager.Inst.OnUpdate += Update; + } + private static Fishing _inst; public static Fishing Inst => _inst ??= new Fishing(); @@ -33,6 +36,12 @@ namespace NBF #endregion + void Update() + { + Datasource?.Update(); + Player?.Update(); + } + /// /// 进入地图成功 /// diff --git a/Assets/Scripts/Fishing/Player/FPlayer.Hand.cs b/Assets/Scripts/Fishing/Player/FPlayer.Hand.cs index efb30d451..fce969697 100644 --- a/Assets/Scripts/Fishing/Player/FPlayer.Hand.cs +++ b/Assets/Scripts/Fishing/Player/FPlayer.Hand.cs @@ -85,7 +85,7 @@ public partial class FPlayer interactionCCDIK = component; if (Gears.Reel) { - Gears.Reel.isHandOnHandle = false; + Data.isHandOnHandle = false; } return; @@ -99,7 +99,7 @@ public partial class FPlayer interactionCCDIK = component; if ((bool)Gears.Rod && (bool)Gears.Reel) { - Gears.Reel.isHandOnHandle = true; + Data.isHandOnHandle = true; } break; @@ -110,11 +110,10 @@ public partial class FPlayer interactionCCDIK = component; if ((bool)Gears.Rod && (bool)Gears.Reel) { - Gears.Reel.isHandOnHandle = false; + Data.isHandOnHandle = false; } break; } } - } \ No newline at end of file diff --git a/Assets/Scripts/Fishing/Player/Gear/FFloat.cs b/Assets/Scripts/Fishing/Player/Gear/FFloat.cs index a45fdffbf..4a23d0bcf 100644 --- a/Assets/Scripts/Fishing/Player/Gear/FFloat.cs +++ b/Assets/Scripts/Fishing/Player/Gear/FFloat.cs @@ -167,22 +167,22 @@ public class FFloat : FPlayerGear currentFloatDeepth = newDeepth; } - if (InputManager.isDeepthFloatUp) - { - newDeepth += 0.1f; - newDeepth = Mathf.Clamp(newDeepth, 0.15f, 2.5f); - Owner.Data.currentGear.SetBobberLastSetGroundValue(newDeepth); - // GameManager.Instance.ShowMessagePopup(LanguageManager.Instance.GetText("SET_FLOAT_DEEPTH_TO") + newDeepth.ToString("F2") + " m", FScriptsHandler.Instance.m_Canvas.transform, deleteLast: true); - } - - if (InputManager.isDeepthFloatDown) - { - newDeepth -= 0.1f; - newDeepth = Mathf.Clamp(newDeepth, 0.15f, 2.5f); - - Owner.Data.currentGear.SetBobberLastSetGroundValue(newDeepth); - // GameManager.Instance.ShowMessagePopup(LanguageManager.Instance.GetText("SET_FLOAT_DEEPTH_TO") + newDeepth.ToString("F2") + " m", FScriptsHandler.Instance.m_Canvas.transform, deleteLast: true); - } + // if (InputManager.isDeepthFloatUp) + // { + // newDeepth += 0.1f; + // newDeepth = Mathf.Clamp(newDeepth, 0.15f, 2.5f); + // Owner.Data.currentGear.SetBobberLastSetGroundValue(newDeepth); + // // GameManager.Instance.ShowMessagePopup(LanguageManager.Instance.GetText("SET_FLOAT_DEEPTH_TO") + newDeepth.ToString("F2") + " m", FScriptsHandler.Instance.m_Canvas.transform, deleteLast: true); + // } + // + // if (InputManager.isDeepthFloatDown) + // { + // newDeepth -= 0.1f; + // newDeepth = Mathf.Clamp(newDeepth, 0.15f, 2.5f); + // + // Owner.Data.currentGear.SetBobberLastSetGroundValue(newDeepth); + // // GameManager.Instance.ShowMessagePopup(LanguageManager.Instance.GetText("SET_FLOAT_DEEPTH_TO") + newDeepth.ToString("F2") + " m", FScriptsHandler.Instance.m_Canvas.transform, deleteLast: true); + // } if (Owner.Data.selectorRodSetting == SelectorRodSetting.Leeder && Input.mouseScrollDelta.y != 0f && Time.timeScale != 0f) diff --git a/Assets/Scripts/Fishing/Player/Gear/FLineHandler.cs b/Assets/Scripts/Fishing/Player/Gear/FLineHandler.cs index df5cca727..14766b804 100644 --- a/Assets/Scripts/Fishing/Player/Gear/FLineHandler.cs +++ b/Assets/Scripts/Fishing/Player/Gear/FLineHandler.cs @@ -137,9 +137,9 @@ public class FLineHandler : MonoBehaviour LineConnector_1.maxDistance = 0.1f + Rod.Owner.Data.lineLength; if (Input.GetKey(KeyCode.E)) { - var speed = 1; - obiRopeCursor_1.ChangeLength(LineConnector_1.maxDistance); - Debug.Log(obiRopeSegment_1.restLength); + // var speed = 1; + // obiRopeCursor_1.ChangeLength(LineConnector_1.maxDistance); + // Debug.Log(obiRopeSegment_1.restLength); } // var addLength = LineConnector_1.maxDistance - obiRopeSegment_1.restLength; diff --git a/Assets/Scripts/Fishing/Player/Gear/FReel.cs b/Assets/Scripts/Fishing/Player/Gear/FReel.cs index e34493de1..2ba0d2fe1 100644 --- a/Assets/Scripts/Fishing/Player/Gear/FReel.cs +++ b/Assets/Scripts/Fishing/Player/Gear/FReel.cs @@ -6,15 +6,9 @@ public class FReel : FPlayerGear { public bool isBlockLineByFinger { get; set; } - /// - /// 手是否放在手柄上 - /// - [HideInInspector] - public bool isHandOnHandle { get; set; } - [SerializeField] public float reelingDrag = 1f; - + public ReelAsset reelAsset; @@ -37,6 +31,12 @@ public class FReel : FPlayerGear protected override void OnUpdate() { + AnimatorCtrl.Reeling = Owner.Data.reelSpeed; + if (Owner.Data.reelSpeed > 0) + { + Unlock(); + } + // Reeling(); } public void Unlock(bool unlock = true) diff --git a/Assets/Scripts/Fishing/Player/Gear/FRod.cs b/Assets/Scripts/Fishing/Player/Gear/FRod.cs index 56e2e7c13..cd915f754 100644 --- a/Assets/Scripts/Fishing/Player/Gear/FRod.cs +++ b/Assets/Scripts/Fishing/Player/Gear/FRod.cs @@ -218,7 +218,7 @@ public class FRod : FPlayerGear if ((bool)lineHandler) { ObiSolver component = lineHandler.GetComponent(); - // SceneSettings.Instance.obiFixedUpdater.solvers.Remove(component); + SceneSettings.Instance.obiFixedUpdater.solvers.Remove(component); Destroy(lineHandler.gameObject); lineHandler = null; } @@ -265,7 +265,7 @@ public class FRod : FPlayerGear // lineHandler.toRodConnector.target = rodAsset.lineConnector; lineHandler.Rod = this; var obiSolver = lineHandler.GetComponent(); - // SceneSettings.Instance.obiFixedUpdater.solvers.Add(obiSolver); + SceneSettings.Instance.obiFixedUpdater.solvers.Add(obiSolver); } } diff --git a/Assets/Scripts/Fishing/Player/Sync/FPlayerMainSync.cs b/Assets/Scripts/Fishing/Player/Sync/FPlayerMainSync.cs index 3a83d66fd..fb5adce20 100644 --- a/Assets/Scripts/Fishing/Player/Sync/FPlayerMainSync.cs +++ b/Assets/Scripts/Fishing/Player/Sync/FPlayerMainSync.cs @@ -44,11 +44,11 @@ namespace NBF private void Update() { - firstPersonController.horizontal = InputManager.movementAxis.x; - firstPersonController.vertical = InputManager.movementAxis.y; - - firstPersonController.isJumping = InputManager.isJumping; - firstPersonController.isRuning = InputManager.isRunning; + // firstPersonController.horizontal = InputManager.movementAxis.x; + // firstPersonController.vertical = InputManager.movementAxis.y; + // + // firstPersonController.isJumping = InputManager.isJumping; + // firstPersonController.isRuning = InputManager.isRunning; // firstPersonController.m_MouseLook.ControllerHandMode = GameManager.Instance._playerData // .Player[GameManager.Instance._playerData.currentPlayerProfileIndex].controllerSetup; @@ -77,30 +77,30 @@ namespace NBF if (_player.CanChangeGear()) { - if (InputManager.isShowSlot0) - { - nextShowSlotIndex = 0; - } - - if (InputManager.isShowSlot1) - { - nextShowSlotIndex = 1; - } - - if (InputManager.isShowSlot2) - { - nextShowSlotIndex = 2; - } - - if (InputManager.isShowSlot3) - { - nextShowSlotIndex = 3; - } - - if (InputManager.isShowSlot4) - { - nextShowSlotIndex = 4; - } + // if (InputManager.isShowSlot0) + // { + // nextShowSlotIndex = 0; + // } + // + // if (InputManager.isShowSlot1) + // { + // nextShowSlotIndex = 1; + // } + // + // if (InputManager.isShowSlot2) + // { + // nextShowSlotIndex = 2; + // } + // + // if (InputManager.isShowSlot3) + // { + // nextShowSlotIndex = 3; + // } + // + // if (InputManager.isShowSlot4) + // { + // nextShowSlotIndex = 4; + // } if (nextShowSlotIndex != -1) { diff --git a/Assets/Scripts/Fishing/PlayerInputControl.cs b/Assets/Scripts/Fishing/PlayerInputControl.cs new file mode 100644 index 000000000..49104c25c --- /dev/null +++ b/Assets/Scripts/Fishing/PlayerInputControl.cs @@ -0,0 +1,311 @@ +//------------------------------------------------------------------------------ +// +// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator +// version 1.14.0 +// from Assets/PlayerInputControl.inputactions +// +// Changes to this file may cause incorrect behavior and will be lost if +// the code is regenerated. +// +//------------------------------------------------------------------------------ + +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine.InputSystem; +using UnityEngine.InputSystem.Utilities; + +/// +/// Provides programmatic access to , , and instances defined in asset "Assets/PlayerInputControl.inputactions". +/// +/// +/// This class is source generated and any manual edits will be discarded if the associated asset is reimported or modified. +/// +/// +/// +/// using namespace UnityEngine; +/// using UnityEngine.InputSystem; +/// +/// // Example of using an InputActionMap named "Player" from a UnityEngine.MonoBehaviour implementing callback interface. +/// public class Example : MonoBehaviour, MyActions.IPlayerActions +/// { +/// private MyActions_Actions m_Actions; // Source code representation of asset. +/// private MyActions_Actions.PlayerActions m_Player; // Source code representation of action map. +/// +/// void Awake() +/// { +/// m_Actions = new MyActions_Actions(); // Create asset object. +/// m_Player = m_Actions.Player; // Extract action map object. +/// m_Player.AddCallbacks(this); // Register callback interface IPlayerActions. +/// } +/// +/// void OnDestroy() +/// { +/// m_Actions.Dispose(); // Destroy asset object. +/// } +/// +/// void OnEnable() +/// { +/// m_Player.Enable(); // Enable all actions within map. +/// } +/// +/// void OnDisable() +/// { +/// m_Player.Disable(); // Disable all actions within map. +/// } +/// +/// #region Interface implementation of MyActions.IPlayerActions +/// +/// // Invoked when "Move" action is either started, performed or canceled. +/// public void OnMove(InputAction.CallbackContext context) +/// { +/// Debug.Log($"OnMove: {context.ReadValue<Vector2>()}"); +/// } +/// +/// // Invoked when "Attack" action is either started, performed or canceled. +/// public void OnAttack(InputAction.CallbackContext context) +/// { +/// Debug.Log($"OnAttack: {context.ReadValue<float>()}"); +/// } +/// +/// #endregion +/// } +/// +/// +public partial class @PlayerInputControl: IInputActionCollection2, IDisposable +{ + /// + /// Provides access to the underlying asset instance. + /// + public InputActionAsset asset { get; } + + /// + /// Constructs a new instance. + /// + public @PlayerInputControl() + { + asset = InputActionAsset.FromJson(@"{ + ""name"": ""PlayerInputControl"", + ""maps"": [ + { + ""name"": ""Normal"", + ""id"": ""e27ef1cb-bee4-466d-b123-4e3933d36713"", + ""actions"": [ + { + ""name"": ""Jump"", + ""type"": ""Button"", + ""id"": ""23ec065e-8aa4-4703-9210-e986bf59a239"", + ""expectedControlType"": """", + ""processors"": """", + ""interactions"": """", + ""initialStateCheck"": false + } + ], + ""bindings"": [ + { + ""name"": """", + ""id"": ""622e8738-80f9-4c47-bdfc-febb097cff74"", + ""path"": ""/space"", + ""interactions"": """", + ""processors"": """", + ""groups"": """", + ""action"": ""Jump"", + ""isComposite"": false, + ""isPartOfComposite"": false + } + ] + } + ], + ""controlSchemes"": [] +}"); + // Normal + m_Normal = asset.FindActionMap("Normal", throwIfNotFound: true); + m_Normal_Jump = m_Normal.FindAction("Jump", throwIfNotFound: true); + } + + ~@PlayerInputControl() + { + UnityEngine.Debug.Assert(!m_Normal.enabled, "This will cause a leak and performance issues, PlayerInputControl.Normal.Disable() has not been called."); + } + + /// + /// Destroys this asset and all associated instances. + /// + public void Dispose() + { + UnityEngine.Object.Destroy(asset); + } + + /// + public InputBinding? bindingMask + { + get => asset.bindingMask; + set => asset.bindingMask = value; + } + + /// + public ReadOnlyArray? devices + { + get => asset.devices; + set => asset.devices = value; + } + + /// + public ReadOnlyArray controlSchemes => asset.controlSchemes; + + /// + public bool Contains(InputAction action) + { + return asset.Contains(action); + } + + /// + public IEnumerator GetEnumerator() + { + return asset.GetEnumerator(); + } + + /// + IEnumerator IEnumerable.GetEnumerator() + { + return GetEnumerator(); + } + + /// + public void Enable() + { + asset.Enable(); + } + + /// + public void Disable() + { + asset.Disable(); + } + + /// + public IEnumerable bindings => asset.bindings; + + /// + public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false) + { + return asset.FindAction(actionNameOrId, throwIfNotFound); + } + + /// + public int FindBinding(InputBinding bindingMask, out InputAction action) + { + return asset.FindBinding(bindingMask, out action); + } + + // Normal + private readonly InputActionMap m_Normal; + private List m_NormalActionsCallbackInterfaces = new List(); + private readonly InputAction m_Normal_Jump; + /// + /// Provides access to input actions defined in input action map "Normal". + /// + public struct NormalActions + { + private @PlayerInputControl m_Wrapper; + + /// + /// Construct a new instance of the input action map wrapper class. + /// + public NormalActions(@PlayerInputControl wrapper) { m_Wrapper = wrapper; } + /// + /// Provides access to the underlying input action "Normal/Jump". + /// + public InputAction @Jump => m_Wrapper.m_Normal_Jump; + /// + /// Provides access to the underlying input action map instance. + /// + public InputActionMap Get() { return m_Wrapper.m_Normal; } + /// + public void Enable() { Get().Enable(); } + /// + public void Disable() { Get().Disable(); } + /// + public bool enabled => Get().enabled; + /// + /// Implicitly converts an to an instance. + /// + public static implicit operator InputActionMap(NormalActions set) { return set.Get(); } + /// + /// Adds , and callbacks provided via on all input actions contained in this map. + /// + /// Callback instance. + /// + /// If is null or have already been added this method does nothing. + /// + /// + public void AddCallbacks(INormalActions instance) + { + if (instance == null || m_Wrapper.m_NormalActionsCallbackInterfaces.Contains(instance)) return; + m_Wrapper.m_NormalActionsCallbackInterfaces.Add(instance); + @Jump.started += instance.OnJump; + @Jump.performed += instance.OnJump; + @Jump.canceled += instance.OnJump; + } + + /// + /// Removes , and callbacks provided via on all input actions contained in this map. + /// + /// + /// Calling this method when have not previously been registered has no side-effects. + /// + /// + private void UnregisterCallbacks(INormalActions instance) + { + @Jump.started -= instance.OnJump; + @Jump.performed -= instance.OnJump; + @Jump.canceled -= instance.OnJump; + } + + /// + /// Unregisters and unregisters all input action callbacks via . + /// + /// + public void RemoveCallbacks(INormalActions instance) + { + if (m_Wrapper.m_NormalActionsCallbackInterfaces.Remove(instance)) + UnregisterCallbacks(instance); + } + + /// + /// Replaces all existing callback instances and previously registered input action callbacks associated with them with callbacks provided via . + /// + /// + /// If is null, calling this method will only unregister all existing callbacks but not register any new callbacks. + /// + /// + /// + /// + public void SetCallbacks(INormalActions instance) + { + foreach (var item in m_Wrapper.m_NormalActionsCallbackInterfaces) + UnregisterCallbacks(item); + m_Wrapper.m_NormalActionsCallbackInterfaces.Clear(); + AddCallbacks(instance); + } + } + /// + /// Provides a new instance referencing this action map. + /// + public NormalActions @Normal => new NormalActions(this); + /// + /// Interface to implement callback methods for all input action callbacks associated with input actions defined by "Normal" which allows adding and removing callbacks. + /// + /// + /// + public interface INormalActions + { + /// + /// Method invoked when associated input action "Jump" is either , or . + /// + /// + /// + /// + void OnJump(InputAction.CallbackContext context); + } +} diff --git a/Assets/Scripts/Fishing/PlayerInputControl.cs.meta b/Assets/Scripts/Fishing/PlayerInputControl.cs.meta new file mode 100644 index 000000000..a3838a009 --- /dev/null +++ b/Assets/Scripts/Fishing/PlayerInputControl.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: cdaa795bad2ccc34faab0c9036785b02 \ No newline at end of file diff --git a/Assets/Scripts/Old/InputManager.cs b/Assets/Scripts/Old/InputManager.cs index d7506ec7f..a2fd418b2 100644 --- a/Assets/Scripts/Old/InputManager.cs +++ b/Assets/Scripts/Old/InputManager.cs @@ -1,651 +1,651 @@ -using System.Collections.Generic; -using System.Runtime.InteropServices; -using Rewired; -using UnityEngine; -using UnityEngine.SceneManagement; - -public class InputManager : MonoBehaviour -{ - public struct POINT - { - public int X; - - public int Y; - } - - - [Tooltip("Rewired Input Manager's player used for handling player's input")] - private Player player; - - public bool IgnoreAllInput = false; - - - public static bool IsMouseLeft; - public static bool IsMouseRight; - - - private bool isPaused; - - private float MouseX = Screen.width / 2; - - private float MouseY = Screen.height / 2; - - private float deltaMouseX; - - private float deltaMouseY; - - private float slowDownReeling; - - private float slowDownFloat; - - private bool reelUpClicked; - - private bool reelDownClicked; - - - public static Vector2 movementAxis; - - public static bool isJumping; - - public static bool isCameraChange; - - public static bool isUnderwaterCamera; - - public static bool isUnderwaterCameraZoomUp; - - public static bool isUnderwaterCameraZoomDown; - - public static bool isUnderwaterCameraFloatZoom; - - public static bool LT; - - public static bool showUI = true; - - - public static bool underwaterCameraMini; - - public static bool isHeadFlashLight; - - public static bool quickHelp; - - public static bool isEagleEye; - - public static bool isRunning; - - public static bool isReelReeling; - - public static bool isReelSpeedUp; - - public static bool isReelSpeedDown; - - public static bool isReelSpeedMax; - - public static bool isReelDragUp; - - public static bool isReelDragDown; - - public static bool isCastNear; - - public static bool isCastFar; - - public static bool isPullUpRod; - - - public static bool isCastReset; - - public static bool isDeepthFloatUp; - - public static bool isDeepthFloatDown; - - - public static bool isShowSlot0; - - public static bool isShowSlot1; - - public static bool isShowSlot2; - - public static bool isShowSlot3; - - public static bool isShowSlot4; - - - public static bool RB; - - [DllImport("user32.dll")] - private static extern bool SetCursorPos(int X, int Y); - - [DllImport("user32.dll")] - private static extern void mouse_event(int dwFlags, int dx, int dy, int dwData, int dwExtraInfo); - - [DllImport("user32.dll")] - public static extern bool GetCursorPos(out POINT lpPoint); - - private void Start() - { - player = ReInput.players.GetPlayer(0); - MouseMap mouseMapInstance = ReInput.mapping.GetMouseMapInstance(0, 0); - MouseMap mouseMapInstanceSavedOrDefault = ReInput.mapping.GetMouseMapInstanceSavedOrDefault(0, 0, 0); - KeyboardMap keyboardMapInstance = ReInput.mapping.GetKeyboardMapInstance(0, 0); - KeyboardMap keyboardMapInstanceSavedOrDefault = ReInput.mapping.GetKeyboardMapInstanceSavedOrDefault(0, 0, 0); - int num = mouseMapInstance.ButtonMaps.Count - mouseMapInstanceSavedOrDefault.ButtonMaps.Count; - for (int i = 0; i < num; i++) - { - Debug.Log("Added new map: " + mouseMapInstance.ButtonMaps[mouseMapInstance.ButtonMaps.Count - 1 - i] - .actionDescriptiveName); - mouseMapInstanceSavedOrDefault.ButtonMaps.Add( - mouseMapInstance.ButtonMaps[mouseMapInstance.ButtonMaps.Count - 1 - i]); - } - - num = keyboardMapInstance.ButtonMaps.Count - keyboardMapInstanceSavedOrDefault.ButtonMaps.Count; - for (int j = 0; j < num; j++) - { - Debug.Log("Added new map: " + keyboardMapInstance.ButtonMaps[keyboardMapInstance.ButtonMaps.Count - 1 - j] - .actionDescriptiveName); - keyboardMapInstanceSavedOrDefault.ButtonMaps.Add( - keyboardMapInstance.ButtonMaps[keyboardMapInstance.ButtonMaps.Count - 1 - j]); - } - - num = mouseMapInstance.AxisMaps.Count - mouseMapInstanceSavedOrDefault.AxisMaps.Count; - for (int k = 0; k < num; k++) - { - Debug.Log(mouseMapInstance.AxisMaps[mouseMapInstance.AxisMaps.Count - 1 - k].actionDescriptiveName); - mouseMapInstanceSavedOrDefault.AxisMaps.Add( - mouseMapInstance.ButtonMaps[mouseMapInstance.ButtonMaps.Count - 1 - k]); - } - - ReInput.userDataStore?.Save(); - ReInput.userDataStore?.SavePlayerData(0); - ReInput.userDataStore?.Load(); - } - - private void recheckMouseDeltaPosition() - { - GetCursorPos(out var lpPoint); - deltaMouseX = Mathf.Abs((float)lpPoint.X - Input.mousePosition.x); - deltaMouseY = Mathf.Abs((float)lpPoint.Y + (Input.mousePosition.y - (float)Screen.height)); - } - - public void SetCursorPositionToScreenCenter() - { - recheckMouseDeltaPosition(); - MouseX = Screen.width / 2; - MouseY = Screen.height / 2; - SetCursorPos((int)(deltaMouseX + (float)(Screen.width / 2)), (int)(deltaMouseY + (float)(Screen.height / 2))); - } - - private void Update() - { - if (IgnoreAllInput) - { - return; - } - - if (Input.GetMouseButtonDown(0)) - { - IsMouseLeft = true; - } - - if (Input.GetMouseButtonUp(0)) - { - IsMouseLeft = false; - } - - if (Input.GetMouseButtonDown(1)) - { - IsMouseRight = true; - } - - if (Input.GetMouseButtonUp(1)) - { - IsMouseRight = false; - } - - // if (player.GetButtonDown("PressRMB")) - // { - // Debug.Log("PRESSEDDDDD"); - // } - - - if (player.GetButtonDown("rodPullUpButton") && CanPullUpRod()) - { - isPullUpRod = true; - } - - if (player.GetButtonUp("rodPullUpButton")) - { - isPullUpRod = false; - } - - if (player.GetButtonDown("LT")) - { - LT = true; - } - - if (player.GetButtonUp("LT")) - { - LT = false; - } - - if (player.GetButtonDown("RB")) - { - RB = true; - } - - if (player.GetButtonUp("RB")) - { - RB = false; - } - - if (player.GetButtonDown("reelSpeedMax")) - { - isReelSpeedMax = true; - // isreelSpeedMaxHold = true; - } - else if (player.GetButtonUp("reelSpeedMax")) - { - isReelSpeedMax = false; - // isreelSpeedMaxHold = false; - } - else if (RB) - { - if (reelUpClicked) - { - isReelSpeedMax = true; - } - else - { - isReelSpeedMax = false; - } - } - - // if (!isreelSpeedMaxHold) - // { - // isReelSpeedMax = false; - // } - - if (player.GetButtonDown("quickHelpKey")) - { - quickHelp = !quickHelp; - } - - - movementAxis = Vector2.zero; - // if (!SRDebug.Instance.IsDebugPanelVisible) - { - if (Application.isFocused) - { - movementAxis.x = player.GetAxis("moveHorizontal") * Time.deltaTime * 500f; - movementAxis.y = player.GetAxis("moveVertical") * Time.deltaTime * 500f; - } - } - - - if (player.GetButtonDown("reelSpeedUp")) - { - reelUpClicked = true; - } - - if (player.GetButtonUp("reelSpeedUp")) - { - isReelSpeedUp = false; - reelUpClicked = false; - } - - if (player.GetButtonDown("reelSpeedDown")) - { - reelDownClicked = true; - } - - if (player.GetButtonUp("reelSpeedDown")) - { - isReelSpeedDown = false; - reelDownClicked = false; - } - - // if (FScriptsHandler.Instance != null && FScriptsHandler.Instance.m_PlayerMain.currentRod != null && - // (!LT || FScriptsHandler.Instance.m_PlayerMain.currentRod.rodType != 0) && !RB) - // { - // if (reelUpClicked) - // { - // if (slowDownReeling >= 1f) - // { - // isReelSpeedUp = true; - // slowDownReeling = 0f; - // } - // else - // { - // isReelSpeedUp = false; - // slowDownReeling += Time.deltaTime * 100f; - // } - // } - // - // if (reelDownClicked) - // { - // if (slowDownReeling >= 1f) - // { - // isReelSpeedDown = true; - // slowDownReeling = 0f; - // } - // else - // { - // isReelSpeedDown = false; - // slowDownReeling += Time.deltaTime * 100f; - // } - // } - // } - - - if (player.GetButtonDown("jumping")) - { - isJumping = true; - } - else - { - isJumping = false; - } - - - - if (player.GetButtonDown("runKey")) - { - isRunning = true; - } - - if (player.GetButtonUp("runKey")) - { - isRunning = false; - } - - if (player.GetButtonDown("cameraTypeViewKey")) - { - isCameraChange = !isCameraChange; - } - - if (player.GetButtonDown("showGUIKey")) - { - showUI = !showUI; - } - - - if (player.GetButtonDown("eagleEye")) - { - isEagleEye = true; - } - - if (player.GetButtonUp("eagleEye")) - { - isEagleEye = false; - } - - if (player.GetButtonDown("underwaterCameraKey")) - { - isUnderwaterCamera = !isUnderwaterCamera; - } - - if (player.GetButtonDown("underwaterMiniCameraKey")) - { - underwaterCameraMini = !underwaterCameraMini; - } - - if (player.GetButtonDown("underwaterZoomUpCameraKey")) - { - isUnderwaterCameraZoomUp = true; - } - - if (player.GetButtonUp("underwaterZoomUpCameraKey")) - { - isUnderwaterCameraZoomUp = false; - } - - if (player.GetButtonDown("underwaterZoomDownCameraKey")) - { - isUnderwaterCameraZoomDown = true; - } - - if (player.GetButtonUp("underwaterZoomDownCameraKey")) - { - isUnderwaterCameraZoomDown = false; - } - - if (player.GetButtonDown("underwaterZoomFloat")) - { - isUnderwaterCameraFloatZoom = true; - } - else - { - isUnderwaterCameraFloatZoom = false; - } - - if (player.GetButtonDown("showSlot0")) - { - isShowSlot0 = true; - Debug.LogError("showSlot0======"); - } - else - { - isShowSlot0 = false; - } - - if (player.GetButtonDown("showSlot1")) - { - isShowSlot1 = true; - Debug.LogError("showSlot1======"); - } - else - { - isShowSlot1 = false; - } - - if (player.GetButtonDown("showSlot2")) - { - isShowSlot2 = true; - Debug.LogError("showSlot2======"); - } - else - { - isShowSlot2 = false; - } - - if (player.GetButtonDown("showSlot3")) - { - isShowSlot3 = true; - } - else - { - isShowSlot3 = false; - } - - if (player.GetButtonDown("showSlot4")) - { - isShowSlot4 = true; - } - else - { - isShowSlot4 = false; - } - - - // if (!isCastFar) - // { - // if (GameManager.Instance.currentLevelPopUp != null) - // { - // return; - // } - // - // if (player.GetButtonDown("NearCastButton")) - // { - // isCastNear = true; - // } - // else if (player.GetButtonUp("NearCastButton") && isCastNear) - // { - // isCastNear = false; - // } - // } - // - // if (!isCastNear) - // { - // if (GameManager.Instance.currentLevelPopUp != null) - // { - // return; - // } - // - // if (player.GetButtonDown("FarCastButton")) - // { - // isCastFar = true; - // } - // else if (player.GetButtonUp("FarCastButton") && isCastFar) - // { - // isCastFar = false; - // } - // } - // - - if (player.GetButtonTimePressed("resetCast") >= 1.0) - { - isCastReset = true; - } - else - { - isCastReset = false; - } - - - if (player.GetButtonDown("reelDragUp")) - { - isReelDragUp = true; - } - else - { - isReelDragUp = false; - } - - if (player.GetButtonDown("reelDragDown")) - { - isReelDragDown = true; - } - else - { - isReelDragDown = false; - } - - - if (player.GetButtonDown("headFlashLight")) - { - isHeadFlashLight = !isHeadFlashLight; - } - - - if (player.GetButtonDown("floatDeepthUp")) - { - isDeepthFloatUp = true; - } - else - { - isDeepthFloatUp = false; - } - - if (player.GetButtonDown("floatDeepthDown")) - { - isDeepthFloatDown = true; - } - else - { - isDeepthFloatDown = false; - } - - if (player.GetButtonDown("Reeling")) - { - isReelReeling = true; - } - - if (player.GetButtonUp("Reeling")) - { - isReelReeling = false; - } - - if (LT && !RB) - { - if (reelUpClicked) - { - if (slowDownFloat >= 1f) - { - isDeepthFloatUp = true; - slowDownFloat = 0f; - } - else - { - isDeepthFloatUp = false; - slowDownFloat += Time.deltaTime * 10f; - } - } - - if (reelDownClicked) - { - if (slowDownFloat >= 1f) - { - isDeepthFloatDown = true; - slowDownFloat = 0f; - } - else - { - isDeepthFloatDown = false; - slowDownFloat += Time.deltaTime * 10f; - } - } - } - - } - - private bool CanPullUpRod() - { - // if (FScriptsHandler.Instance == null) - // { - // return false; - // } - // - // if (FScriptsHandler.Instance.m_PlayerMain == null) - // { - // return false; - // } - // - // if (FScriptsHandler.Instance.m_PlayerMain.currentRod == null) - // { - // return false; - // } - // - // if (FScriptsHandler.Instance.m_PlayerMain.currentRod.fishingLine == null) - // { - // return false; - // } - // - // if (FScriptsHandler.Instance.m_PlayerMain.currentRod.fishingLine.ropeToHookDistance <= 1f) - // { - // if (FScriptsHandler.Instance.m_PlayerMain.currentRod.currentFish != null || - // FScriptsHandler.Instance.m_PlayerMain.currentRod.takeFish != null) - // { - // return true; - // } - // - // return false; - // } - - return true; - } - - public static void ResetMouseButtonsTriggers() - { - isCastNear = false; - isCastFar = false; - isReelReeling = false; - } - - private void OnApplicationFocus(bool hasFocus) - { - isPaused = !hasFocus; - } - - private void OnApplicationPause(bool pauseStatus) - { - isPaused = pauseStatus; - } -} \ No newline at end of file +// using System.Collections.Generic; +// using System.Runtime.InteropServices; +// // using Rewired; +// using UnityEngine; +// using UnityEngine.SceneManagement; +// +// public class InputManager : MonoBehaviour +// { +// public struct POINT +// { +// public int X; +// +// public int Y; +// } +// +// +// // [Tooltip("Rewired Input Manager's player used for handling player's input")] +// // private Player player; +// +// public bool IgnoreAllInput = false; +// +// +// public static bool IsMouseLeft; +// public static bool IsMouseRight; +// +// +// private bool isPaused; +// +// private float MouseX = Screen.width / 2; +// +// private float MouseY = Screen.height / 2; +// +// private float deltaMouseX; +// +// private float deltaMouseY; +// +// private float slowDownReeling; +// +// private float slowDownFloat; +// +// private bool reelUpClicked; +// +// private bool reelDownClicked; +// +// +// public static Vector2 movementAxis; +// +// public static bool isJumping; +// +// public static bool isCameraChange; +// +// public static bool isUnderwaterCamera; +// +// public static bool isUnderwaterCameraZoomUp; +// +// public static bool isUnderwaterCameraZoomDown; +// +// public static bool isUnderwaterCameraFloatZoom; +// +// public static bool LT; +// +// public static bool showUI = true; +// +// +// public static bool underwaterCameraMini; +// +// public static bool isHeadFlashLight; +// +// public static bool quickHelp; +// +// public static bool isEagleEye; +// +// public static bool isRunning; +// +// public static bool isReelReeling; +// +// public static bool isReelSpeedUp; +// +// public static bool isReelSpeedDown; +// +// public static bool isReelSpeedMax; +// +// public static bool isReelDragUp; +// +// public static bool isReelDragDown; +// +// public static bool isCastNear; +// +// public static bool isCastFar; +// +// public static bool isPullUpRod; +// +// +// public static bool isCastReset; +// +// public static bool isDeepthFloatUp; +// +// public static bool isDeepthFloatDown; +// +// +// public static bool isShowSlot0; +// +// public static bool isShowSlot1; +// +// public static bool isShowSlot2; +// +// public static bool isShowSlot3; +// +// public static bool isShowSlot4; +// +// +// public static bool RB; +// +// [DllImport("user32.dll")] +// private static extern bool SetCursorPos(int X, int Y); +// +// [DllImport("user32.dll")] +// private static extern void mouse_event(int dwFlags, int dx, int dy, int dwData, int dwExtraInfo); +// +// [DllImport("user32.dll")] +// public static extern bool GetCursorPos(out POINT lpPoint); +// +// private void Start() +// { +// player = ReInput.players.GetPlayer(0); +// MouseMap mouseMapInstance = ReInput.mapping.GetMouseMapInstance(0, 0); +// MouseMap mouseMapInstanceSavedOrDefault = ReInput.mapping.GetMouseMapInstanceSavedOrDefault(0, 0, 0); +// KeyboardMap keyboardMapInstance = ReInput.mapping.GetKeyboardMapInstance(0, 0); +// KeyboardMap keyboardMapInstanceSavedOrDefault = ReInput.mapping.GetKeyboardMapInstanceSavedOrDefault(0, 0, 0); +// int num = mouseMapInstance.ButtonMaps.Count - mouseMapInstanceSavedOrDefault.ButtonMaps.Count; +// for (int i = 0; i < num; i++) +// { +// Debug.Log("Added new map: " + mouseMapInstance.ButtonMaps[mouseMapInstance.ButtonMaps.Count - 1 - i] +// .actionDescriptiveName); +// mouseMapInstanceSavedOrDefault.ButtonMaps.Add( +// mouseMapInstance.ButtonMaps[mouseMapInstance.ButtonMaps.Count - 1 - i]); +// } +// +// num = keyboardMapInstance.ButtonMaps.Count - keyboardMapInstanceSavedOrDefault.ButtonMaps.Count; +// for (int j = 0; j < num; j++) +// { +// Debug.Log("Added new map: " + keyboardMapInstance.ButtonMaps[keyboardMapInstance.ButtonMaps.Count - 1 - j] +// .actionDescriptiveName); +// keyboardMapInstanceSavedOrDefault.ButtonMaps.Add( +// keyboardMapInstance.ButtonMaps[keyboardMapInstance.ButtonMaps.Count - 1 - j]); +// } +// +// num = mouseMapInstance.AxisMaps.Count - mouseMapInstanceSavedOrDefault.AxisMaps.Count; +// for (int k = 0; k < num; k++) +// { +// Debug.Log(mouseMapInstance.AxisMaps[mouseMapInstance.AxisMaps.Count - 1 - k].actionDescriptiveName); +// mouseMapInstanceSavedOrDefault.AxisMaps.Add( +// mouseMapInstance.ButtonMaps[mouseMapInstance.ButtonMaps.Count - 1 - k]); +// } +// +// ReInput.userDataStore?.Save(); +// ReInput.userDataStore?.SavePlayerData(0); +// ReInput.userDataStore?.Load(); +// } +// +// private void recheckMouseDeltaPosition() +// { +// GetCursorPos(out var lpPoint); +// deltaMouseX = Mathf.Abs((float)lpPoint.X - Input.mousePosition.x); +// deltaMouseY = Mathf.Abs((float)lpPoint.Y + (Input.mousePosition.y - (float)Screen.height)); +// } +// +// public void SetCursorPositionToScreenCenter() +// { +// recheckMouseDeltaPosition(); +// MouseX = Screen.width / 2; +// MouseY = Screen.height / 2; +// SetCursorPos((int)(deltaMouseX + (float)(Screen.width / 2)), (int)(deltaMouseY + (float)(Screen.height / 2))); +// } +// +// private void Update() +// { +// if (IgnoreAllInput) +// { +// return; +// } +// +// if (Input.GetMouseButtonDown(0)) +// { +// IsMouseLeft = true; +// } +// +// if (Input.GetMouseButtonUp(0)) +// { +// IsMouseLeft = false; +// } +// +// if (Input.GetMouseButtonDown(1)) +// { +// IsMouseRight = true; +// } +// +// if (Input.GetMouseButtonUp(1)) +// { +// IsMouseRight = false; +// } +// +// // if (player.GetButtonDown("PressRMB")) +// // { +// // Debug.Log("PRESSEDDDDD"); +// // } +// +// +// if (player.GetButtonDown("rodPullUpButton") && CanPullUpRod()) +// { +// isPullUpRod = true; +// } +// +// if (player.GetButtonUp("rodPullUpButton")) +// { +// isPullUpRod = false; +// } +// +// if (player.GetButtonDown("LT")) +// { +// LT = true; +// } +// +// if (player.GetButtonUp("LT")) +// { +// LT = false; +// } +// +// if (player.GetButtonDown("RB")) +// { +// RB = true; +// } +// +// if (player.GetButtonUp("RB")) +// { +// RB = false; +// } +// +// if (player.GetButtonDown("reelSpeedMax")) +// { +// isReelSpeedMax = true; +// // isreelSpeedMaxHold = true; +// } +// else if (player.GetButtonUp("reelSpeedMax")) +// { +// isReelSpeedMax = false; +// // isreelSpeedMaxHold = false; +// } +// else if (RB) +// { +// if (reelUpClicked) +// { +// isReelSpeedMax = true; +// } +// else +// { +// isReelSpeedMax = false; +// } +// } +// +// // if (!isreelSpeedMaxHold) +// // { +// // isReelSpeedMax = false; +// // } +// +// if (player.GetButtonDown("quickHelpKey")) +// { +// quickHelp = !quickHelp; +// } +// +// +// movementAxis = Vector2.zero; +// // if (!SRDebug.Instance.IsDebugPanelVisible) +// { +// if (Application.isFocused) +// { +// movementAxis.x = player.GetAxis("moveHorizontal") * Time.deltaTime * 500f; +// movementAxis.y = player.GetAxis("moveVertical") * Time.deltaTime * 500f; +// } +// } +// +// +// if (player.GetButtonDown("reelSpeedUp")) +// { +// reelUpClicked = true; +// } +// +// if (player.GetButtonUp("reelSpeedUp")) +// { +// isReelSpeedUp = false; +// reelUpClicked = false; +// } +// +// if (player.GetButtonDown("reelSpeedDown")) +// { +// reelDownClicked = true; +// } +// +// if (player.GetButtonUp("reelSpeedDown")) +// { +// isReelSpeedDown = false; +// reelDownClicked = false; +// } +// +// // if (FScriptsHandler.Instance != null && FScriptsHandler.Instance.m_PlayerMain.currentRod != null && +// // (!LT || FScriptsHandler.Instance.m_PlayerMain.currentRod.rodType != 0) && !RB) +// // { +// // if (reelUpClicked) +// // { +// // if (slowDownReeling >= 1f) +// // { +// // isReelSpeedUp = true; +// // slowDownReeling = 0f; +// // } +// // else +// // { +// // isReelSpeedUp = false; +// // slowDownReeling += Time.deltaTime * 100f; +// // } +// // } +// // +// // if (reelDownClicked) +// // { +// // if (slowDownReeling >= 1f) +// // { +// // isReelSpeedDown = true; +// // slowDownReeling = 0f; +// // } +// // else +// // { +// // isReelSpeedDown = false; +// // slowDownReeling += Time.deltaTime * 100f; +// // } +// // } +// // } +// +// +// if (player.GetButtonDown("jumping")) +// { +// isJumping = true; +// } +// else +// { +// isJumping = false; +// } +// +// +// +// if (player.GetButtonDown("runKey")) +// { +// isRunning = true; +// } +// +// if (player.GetButtonUp("runKey")) +// { +// isRunning = false; +// } +// +// if (player.GetButtonDown("cameraTypeViewKey")) +// { +// isCameraChange = !isCameraChange; +// } +// +// if (player.GetButtonDown("showGUIKey")) +// { +// showUI = !showUI; +// } +// +// +// if (player.GetButtonDown("eagleEye")) +// { +// isEagleEye = true; +// } +// +// if (player.GetButtonUp("eagleEye")) +// { +// isEagleEye = false; +// } +// +// if (player.GetButtonDown("underwaterCameraKey")) +// { +// isUnderwaterCamera = !isUnderwaterCamera; +// } +// +// if (player.GetButtonDown("underwaterMiniCameraKey")) +// { +// underwaterCameraMini = !underwaterCameraMini; +// } +// +// if (player.GetButtonDown("underwaterZoomUpCameraKey")) +// { +// isUnderwaterCameraZoomUp = true; +// } +// +// if (player.GetButtonUp("underwaterZoomUpCameraKey")) +// { +// isUnderwaterCameraZoomUp = false; +// } +// +// if (player.GetButtonDown("underwaterZoomDownCameraKey")) +// { +// isUnderwaterCameraZoomDown = true; +// } +// +// if (player.GetButtonUp("underwaterZoomDownCameraKey")) +// { +// isUnderwaterCameraZoomDown = false; +// } +// +// if (player.GetButtonDown("underwaterZoomFloat")) +// { +// isUnderwaterCameraFloatZoom = true; +// } +// else +// { +// isUnderwaterCameraFloatZoom = false; +// } +// +// if (player.GetButtonDown("showSlot0")) +// { +// isShowSlot0 = true; +// Debug.LogError("showSlot0======"); +// } +// else +// { +// isShowSlot0 = false; +// } +// +// if (player.GetButtonDown("showSlot1")) +// { +// isShowSlot1 = true; +// Debug.LogError("showSlot1======"); +// } +// else +// { +// isShowSlot1 = false; +// } +// +// if (player.GetButtonDown("showSlot2")) +// { +// isShowSlot2 = true; +// Debug.LogError("showSlot2======"); +// } +// else +// { +// isShowSlot2 = false; +// } +// +// if (player.GetButtonDown("showSlot3")) +// { +// isShowSlot3 = true; +// } +// else +// { +// isShowSlot3 = false; +// } +// +// if (player.GetButtonDown("showSlot4")) +// { +// isShowSlot4 = true; +// } +// else +// { +// isShowSlot4 = false; +// } +// +// +// // if (!isCastFar) +// // { +// // if (GameManager.Instance.currentLevelPopUp != null) +// // { +// // return; +// // } +// // +// // if (player.GetButtonDown("NearCastButton")) +// // { +// // isCastNear = true; +// // } +// // else if (player.GetButtonUp("NearCastButton") && isCastNear) +// // { +// // isCastNear = false; +// // } +// // } +// // +// // if (!isCastNear) +// // { +// // if (GameManager.Instance.currentLevelPopUp != null) +// // { +// // return; +// // } +// // +// // if (player.GetButtonDown("FarCastButton")) +// // { +// // isCastFar = true; +// // } +// // else if (player.GetButtonUp("FarCastButton") && isCastFar) +// // { +// // isCastFar = false; +// // } +// // } +// // +// +// if (player.GetButtonTimePressed("resetCast") >= 1.0) +// { +// isCastReset = true; +// } +// else +// { +// isCastReset = false; +// } +// +// +// if (player.GetButtonDown("reelDragUp")) +// { +// isReelDragUp = true; +// } +// else +// { +// isReelDragUp = false; +// } +// +// if (player.GetButtonDown("reelDragDown")) +// { +// isReelDragDown = true; +// } +// else +// { +// isReelDragDown = false; +// } +// +// +// if (player.GetButtonDown("headFlashLight")) +// { +// isHeadFlashLight = !isHeadFlashLight; +// } +// +// +// if (player.GetButtonDown("floatDeepthUp")) +// { +// isDeepthFloatUp = true; +// } +// else +// { +// isDeepthFloatUp = false; +// } +// +// if (player.GetButtonDown("floatDeepthDown")) +// { +// isDeepthFloatDown = true; +// } +// else +// { +// isDeepthFloatDown = false; +// } +// +// if (player.GetButtonDown("Reeling")) +// { +// isReelReeling = true; +// } +// +// if (player.GetButtonUp("Reeling")) +// { +// isReelReeling = false; +// } +// +// if (LT && !RB) +// { +// if (reelUpClicked) +// { +// if (slowDownFloat >= 1f) +// { +// isDeepthFloatUp = true; +// slowDownFloat = 0f; +// } +// else +// { +// isDeepthFloatUp = false; +// slowDownFloat += Time.deltaTime * 10f; +// } +// } +// +// if (reelDownClicked) +// { +// if (slowDownFloat >= 1f) +// { +// isDeepthFloatDown = true; +// slowDownFloat = 0f; +// } +// else +// { +// isDeepthFloatDown = false; +// slowDownFloat += Time.deltaTime * 10f; +// } +// } +// } +// +// } +// +// private bool CanPullUpRod() +// { +// // if (FScriptsHandler.Instance == null) +// // { +// // return false; +// // } +// // +// // if (FScriptsHandler.Instance.m_PlayerMain == null) +// // { +// // return false; +// // } +// // +// // if (FScriptsHandler.Instance.m_PlayerMain.currentRod == null) +// // { +// // return false; +// // } +// // +// // if (FScriptsHandler.Instance.m_PlayerMain.currentRod.fishingLine == null) +// // { +// // return false; +// // } +// // +// // if (FScriptsHandler.Instance.m_PlayerMain.currentRod.fishingLine.ropeToHookDistance <= 1f) +// // { +// // if (FScriptsHandler.Instance.m_PlayerMain.currentRod.currentFish != null || +// // FScriptsHandler.Instance.m_PlayerMain.currentRod.takeFish != null) +// // { +// // return true; +// // } +// // +// // return false; +// // } +// +// return true; +// } +// +// public static void ResetMouseButtonsTriggers() +// { +// isCastNear = false; +// isCastFar = false; +// isReelReeling = false; +// } +// +// private void OnApplicationFocus(bool hasFocus) +// { +// isPaused = !hasFocus; +// } +// +// private void OnApplicationPause(bool pauseStatus) +// { +// isPaused = pauseStatus; +// } +// } \ No newline at end of file diff --git a/Assets/Scripts/Startup/App.cs b/Assets/Scripts/Startup/App.cs index e11abfacb..e6a0259d8 100644 --- a/Assets/Scripts/Startup/App.cs +++ b/Assets/Scripts/Startup/App.cs @@ -122,13 +122,13 @@ namespace NBF { if (val) { - InputManager inputManager = FindObjectOfType(); + // InputManager inputManager = FindObjectOfType(); if (controllerType == ControllerType.KeyboardMouse) { Cursor.visible = true; } - inputManager.SetCursorPositionToScreenCenter(); + // inputManager.SetCursorPositionToScreenCenter(); Cursor.lockState = CursorLockMode.None; } else if (controllerType == ControllerType.KeyboardMouse) diff --git a/Assets/ThirdParty/Obi/Samples/Common/SampleResources/Animations/HumanoidCrouch.fbx.meta b/Assets/ThirdParty/Obi/Samples/Common/SampleResources/Animations/HumanoidCrouch.fbx.meta index a307593f6..d4525b1a1 100644 --- a/Assets/ThirdParty/Obi/Samples/Common/SampleResources/Animations/HumanoidCrouch.fbx.meta +++ b/Assets/ThirdParty/Obi/Samples/Common/SampleResources/Animations/HumanoidCrouch.fbx.meta @@ -1,617 +1,219 @@ fileFormatVersion: 2 guid: d89ea37480b6d75458aa38843e9688dc -labels: -- ObiCloth -- ObiRope -- ObiSoftbody ModelImporter: - serializedVersion: 19301 - internalIDToNameTable: - - first: - 1: 100000 - second: Chest - - first: - 1: 100002 - second: //RootNode - - first: - 1: 100004 - second: Geo_grp - - first: - 1: 100006 - second: Head - 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7400008: HumanoidCrouchWalkLeft + 7400010: HumanoidCrouchTurnRight + 7400012: HumanoidCrouchTurnLeft + 7400014: HumanoidCrouchWalkRightB + 9500000: //RootNode + 13700000: Lw_Teeth_Mesh + 13700002: Tounge_Mesh + 13700004: Unity_Body_Mesh + 13700006: Up_Teeth_Mesh materials: - materialImportMode: 0 + importMaterials: 0 materialName: 1 materialSearch: 2 - materialLocation: 0 animations: legacyGenerateAnimations: 4 bakeSimulation: 0 - resampleCurves: 1 optimizeGameObjects: 0 motionNodeName: - rigImportErrors: - rigImportWarnings: - animationImportErrors: - animationImportWarnings: - animationRetargetingWarnings: - animationDoRetargetingWarnings: 0 - importAnimatedCustomProperties: 0 - importConstraints: 0 + pivotNodeName: animationCompression: 1 - animationRotationError: 0.5 - animationPositionError: 0.5 - animationScaleError: 0.5 + animationRotationError: .5 + animationPositionError: .5 + animationScaleError: .5 animationWrapMode: 0 extraExposedTransformPaths: [] - extraUserProperties: [] 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100056: l_shourderProxy_geo + 100058: l_thumbProxy_01_geo + 100060: l_thumbProxy_02_geo + 100062: l_thumbProxy_03_geo + 100064: l_UNI_eye + 100066: l_wristProxy_geo + 100068: LeftArm + 100070: LeftCheek + 100072: LeftEye + 100074: LeftEyelidLower + 100076: LeftEyelidUpper + 100078: LeftFoot + 100080: LeftForeArm + 100082: LeftHand + 100084: LeftHandIndex1 + 100086: LeftHandIndex13 + 100088: LeftHandIndex17 + 100090: LeftHandIndex2 + 100092: LeftHandIndex3 + 100094: LeftHandMiddle1 + 100096: LeftHandMiddle13 + 100098: LeftHandMiddle17 + 100100: LeftHandMiddle2 + 100102: LeftHandMiddle3 + 100104: LeftHandPinky1 + 100106: LeftHandPinky13 + 100108: LeftHandPinky17 + 100110: LeftHandPinky2 + 100112: LeftHandPinky3 + 100114: LeftHandRing1 + 100116: LeftHandRing13 + 100118: LeftHandRing17 + 100120: LeftHandRing2 + 100122: LeftHandRing3 + 100124: LeftHandThumb1 + 100126: LeftHandThumb13 + 100128: LeftHandThumb17 + 100130: LeftHandThumb2 + 100132: LeftHandThumb3 + 100134: LeftInnerBrow + 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100296: UNI_01_TongueTipProxy + 100298: UNI_01_Upper_teethProxy + 400000: Chest + 400002: chestProxy_geo + 400004: //RootNode + 400006: Head + 400008: headProxy_geo + 400010: HeadTop_End + 400012: Hips + 400014: Jaw + 400016: JawEND + 400018: jawProxy_geo + 400020: l_ankleProxy_geo + 400022: l_ballProxy_geo + 400024: l_clavicleProxy_geo + 400026: l_erbowProxy_geo + 400028: l_hipProxy_geo + 400030: l_indexProxy_01_geo + 400032: l_indexProxy_02_geo + 400034: l_indexProxy_03_geo + 400036: l_kneeProxy_geo + 400038: l_middleProxy_01_geo + 400040: l_middleProxy_02_geo + 400042: l_middleProxy_03_geo + 400044: l_pinkyProxy_01_geo + 400046: l_pinkyProxy_02_geo + 400048: l_pinkyProxy_03_geo + 400050: l_ringProxy_01_geo + 400052: l_ringProxy_02_geo + 400054: l_ringProxy_03_geo + 400056: l_shourderProxy_geo + 400058: l_thumbProxy_01_geo + 400060: l_thumbProxy_02_geo + 400062: l_thumbProxy_03_geo + 400064: l_UNI_eye + 400066: l_wristProxy_geo + 400068: LeftArm + 400070: LeftCheek + 400072: LeftEye + 400074: LeftEyelidLower + 400076: LeftEyelidUpper + 400078: LeftFoot + 400080: LeftForeArm + 400082: LeftHand + 400084: LeftHandIndex1 + 400086: LeftHandIndex13 + 400088: LeftHandIndex17 + 400090: LeftHandIndex2 + 400092: LeftHandIndex3 + 400094: LeftHandMiddle1 + 400096: LeftHandMiddle13 + 400098: LeftHandMiddle17 + 400100: LeftHandMiddle2 + 400102: LeftHandMiddle3 + 400104: LeftHandPinky1 + 400106: LeftHandPinky13 + 400108: LeftHandPinky17 + 400110: LeftHandPinky2 + 400112: LeftHandPinky3 + 400114: LeftHandRing1 + 400116: LeftHandRing13 + 400118: LeftHandRing17 + 400120: LeftHandRing2 + 400122: LeftHandRing3 + 400124: LeftHandThumb1 + 400126: LeftHandThumb13 + 400128: LeftHandThumb17 + 400130: LeftHandThumb2 + 400132: LeftHandThumb3 + 400134: LeftInnerBrow + 400136: LeftIOuterBrow + 400138: LeftLeg + 400140: LeftLipCorner + 400142: LeftLipLower + 400144: LeftLipUpper + 400146: LeftNostril + 400148: LeftShoulder + 400150: LeftToes + 400152: LeftUpLeg + 400154: LToeBase_End2 + 400156: LToeBase_End3 + 400158: Neck + 400160: neckProxy_geo + 400162: pelvisProxy_geo + 400164: Pivot + 400166: r_ankleProxy_geo + 400168: r_ballProxy_geo + 400170: r_clavicleProxy_geo + 400172: r_erbowProxy_geo + 400174: r_hipProxy_geo + 400176: r_indexProxy_01_geo + 400178: r_indexProxy_02_geo + 400180: r_indexProxy_03_geo + 400182: r_kneeProxy_geo + 400184: r_middleProxy_01_geo + 400186: r_middleProxy_02_geo + 400188: r_middleProxy_03_geo + 400190: r_pinkyProxy_01_geo + 400192: r_pinkyProxy_02_geo + 400194: r_pinkyProxy_03_geo + 400196: r_ringProxy_01_geo + 400198: r_ringProxy_02_geo + 400200: r_ringProxy_03_geo + 400202: r_shourderProxy_geo + 400204: r_thumbProxy_01_geo + 400206: r_thumbProxy_02_geo + 400208: r_thumbProxy_03_geo + 400210: r_UNI_eye + 400212: r_wristProxy_geo + 400214: Reference + 400216: RightArm + 400218: RightCheek + 400220: RightEye + 400222: RightEyelidLower + 400224: RightEyelidUpper + 400226: RightFoot + 400228: RightForeArm + 400230: RightHand + 400232: 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l_clavicleProxy_geo + 2300012: l_erbowProxy_geo + 2300014: l_hipProxy_geo + 2300016: l_indexProxy_01_geo + 2300018: l_indexProxy_02_geo + 2300020: l_indexProxy_03_geo + 2300022: l_kneeProxy_geo + 2300024: l_middleProxy_01_geo + 2300026: l_middleProxy_02_geo + 2300028: l_middleProxy_03_geo + 2300030: l_pinkyProxy_01_geo + 2300032: l_pinkyProxy_02_geo + 2300034: l_pinkyProxy_03_geo + 2300036: l_ringProxy_01_geo + 2300038: l_ringProxy_02_geo + 2300040: l_ringProxy_03_geo + 2300042: l_shourderProxy_geo + 2300044: l_thumbProxy_01_geo + 2300046: l_thumbProxy_02_geo + 2300048: l_thumbProxy_03_geo + 2300050: l_UNI_eye + 2300052: l_wristProxy_geo + 2300054: neckProxy_geo + 2300056: pelvisProxy_geo + 2300058: r_ankleProxy_geo + 2300060: r_ballProxy_geo + 2300062: r_clavicleProxy_geo + 2300064: r_erbowProxy_geo + 2300066: r_hipProxy_geo + 2300068: r_indexProxy_01_geo + 2300070: r_indexProxy_02_geo + 2300072: r_indexProxy_03_geo + 2300074: r_kneeProxy_geo + 2300076: r_middleProxy_01_geo + 2300078: r_middleProxy_02_geo + 2300080: r_middleProxy_03_geo + 2300082: r_pinkyProxy_01_geo + 2300084: r_pinkyProxy_02_geo + 2300086: r_pinkyProxy_03_geo + 2300088: r_ringProxy_01_geo + 2300090: r_ringProxy_02_geo + 2300092: r_ringProxy_03_geo + 2300094: r_shourderProxy_geo + 2300096: r_thumbProxy_01_geo + 2300098: r_thumbProxy_02_geo + 2300100: r_thumbProxy_03_geo + 2300102: r_UNI_eye + 2300104: r_wristProxy_geo + 2300106: spineProxy_geo + 2300108: UNI_01_Lower_teethProxy + 2300110: UNI_01_TongueBaseProxy + 2300112: UNI_01_TongueTipProxy + 2300114: UNI_01_Upper_teethProxy + 3300000: chestProxy_geo + 3300002: headProxy_geo + 3300004: jawProxy_geo + 3300006: l_ankleProxy_geo + 3300008: l_ballProxy_geo + 3300010: l_clavicleProxy_geo + 3300012: l_erbowProxy_geo + 3300014: l_hipProxy_geo + 3300016: l_indexProxy_01_geo + 3300018: l_indexProxy_02_geo + 3300020: l_indexProxy_03_geo + 3300022: l_kneeProxy_geo + 3300024: l_middleProxy_01_geo + 3300026: l_middleProxy_02_geo + 3300028: l_middleProxy_03_geo + 3300030: l_pinkyProxy_01_geo + 3300032: l_pinkyProxy_02_geo + 3300034: l_pinkyProxy_03_geo + 3300036: l_ringProxy_01_geo + 3300038: l_ringProxy_02_geo + 3300040: l_ringProxy_03_geo + 3300042: l_shourderProxy_geo + 3300044: l_thumbProxy_01_geo + 3300046: l_thumbProxy_02_geo + 3300048: l_thumbProxy_03_geo + 3300050: l_UNI_eye + 3300052: l_wristProxy_geo + 3300054: neckProxy_geo + 3300056: pelvisProxy_geo + 3300058: r_ankleProxy_geo + 3300060: r_ballProxy_geo + 3300062: r_clavicleProxy_geo + 3300064: r_erbowProxy_geo + 3300066: r_hipProxy_geo + 3300068: r_indexProxy_01_geo + 3300070: r_indexProxy_02_geo + 3300072: r_indexProxy_03_geo + 3300074: r_kneeProxy_geo + 3300076: r_middleProxy_01_geo + 3300078: r_middleProxy_02_geo + 3300080: r_middleProxy_03_geo + 3300082: r_pinkyProxy_01_geo + 3300084: r_pinkyProxy_02_geo + 3300086: r_pinkyProxy_03_geo + 3300088: r_ringProxy_01_geo + 3300090: r_ringProxy_02_geo + 3300092: r_ringProxy_03_geo + 3300094: r_shourderProxy_geo + 3300096: r_thumbProxy_01_geo + 3300098: r_thumbProxy_02_geo + 3300100: r_thumbProxy_03_geo + 3300102: r_UNI_eye + 3300104: r_wristProxy_geo + 3300106: spineProxy_geo + 3300108: UNI_01_Lower_teethProxy + 3300110: UNI_01_TongueBaseProxy + 3300112: UNI_01_TongueTipProxy + 3300114: UNI_01_Upper_teethProxy + 4300000: l_UNI_eye + 4300002: r_UNI_eye + 4300004: UNI_01_TongueBaseProxy + 4300006: UNI_01_TongueTipProxy + 4300008: UNI_01_Lower_teethProxy + 4300010: jawProxy_geo + 4300012: headProxy_geo + 4300014: UNI_01_Upper_teethProxy + 4300016: neckProxy_geo + 4300018: r_pinkyProxy_03_geo + 4300020: r_pinkyProxy_02_geo + 4300022: r_pinkyProxy_01_geo + 4300024: r_ringProxy_03_geo + 4300026: r_ringProxy_02_geo + 4300028: r_ringProxy_01_geo + 4300030: r_middleProxy_03_geo + 4300032: r_middleProxy_02_geo + 4300034: r_middleProxy_01_geo + 4300036: r_indexProxy_03_geo + 4300038: r_indexProxy_02_geo + 4300040: r_indexProxy_01_geo + 4300042: r_thumbProxy_03_geo + 4300044: r_thumbProxy_02_geo + 4300046: r_thumbProxy_01_geo + 4300048: r_wristProxy_geo + 4300050: r_erbowProxy_geo + 4300052: r_shourderProxy_geo + 4300054: r_clavicleProxy_geo + 4300056: chestProxy_geo + 4300058: l_pinkyProxy_03_geo + 4300060: l_pinkyProxy_02_geo + 4300062: l_pinkyProxy_01_geo + 4300064: l_ringProxy_03_geo + 4300066: l_ringProxy_02_geo + 4300068: l_ringProxy_01_geo + 4300070: l_middleProxy_03_geo + 4300072: l_middleProxy_02_geo + 4300074: l_middleProxy_01_geo + 4300076: l_indexProxy_03_geo + 4300078: l_indexProxy_02_geo + 4300080: l_indexProxy_01_geo + 4300082: l_thumbProxy_03_geo + 4300084: l_thumbProxy_02_geo + 4300086: l_thumbProxy_01_geo + 4300088: l_wristProxy_geo + 4300090: l_erbowProxy_geo + 4300092: l_shourderProxy_geo + 4300094: l_clavicleProxy_geo + 4300096: spineProxy_geo + 4300098: r_ballProxy_geo + 4300100: r_ankleProxy_geo + 4300102: r_kneeProxy_geo + 4300104: r_hipProxy_geo + 4300106: pelvisProxy_geo + 4300108: l_ballProxy_geo + 4300110: l_ankleProxy_geo + 4300112: l_kneeProxy_geo + 4300114: l_hipProxy_geo + 7400000: HumanoidIdle + 7400002: Idle_Glance + 9500000: //RootNode + 11100000: //RootNode materials: - materialImportMode: 0 + importMaterials: 0 materialName: 1 materialSearch: 2 - materialLocation: 0 animations: legacyGenerateAnimations: 4 bakeSimulation: 0 - resampleCurves: 1 optimizeGameObjects: 0 motionNodeName: - rigImportErrors: - rigImportWarnings: - animationImportErrors: - animationImportWarnings: - animationRetargetingWarnings: - animationDoRetargetingWarnings: 0 - importAnimatedCustomProperties: 0 - importConstraints: 0 + pivotNodeName: animationCompression: 1 - animationRotationError: 0.5 - animationPositionError: 0.5 - animationScaleError: 0.5 + animationRotationError: .5 + animationPositionError: .5 + animationScaleError: .5 animationWrapMode: 0 extraExposedTransformPaths: [] - extraUserProperties: [] clipAnimations: - serializedVersion: 16 name: HumanoidIdle takeName: _87_a_U1_M_P_idle_Neutral__Fb_p0_No_1 - internalID: 0 firstFrame: 445 lastFrame: 517 wrapMode: 0 @@ -1480,7 +508,6 @@ ModelImporter: level: 0 cycleOffset: 0 loop: 0 - hasAdditiveReferencePose: 0 loopTime: 1 loopBlend: 1 loopBlendOrientation: 1 @@ -1497,31 +524,18 @@ ModelImporter: transformMask: [] maskType: 0 maskSource: {instanceID: 0} - additiveReferencePoseFrame: 0 isReadable: 1 meshes: lODScreenPercentages: [] - globalScale: 0.01 + globalScale: .00999999978 meshCompression: 0 addColliders: 0 - useSRGBMaterialColor: 1 - sortHierarchyByName: 1 - importVisibility: 0 importBlendShapes: 0 - importCameras: 0 - importLights: 0 - fileIdsGeneration: 1 swapUVChannels: 0 generateSecondaryUV: 0 useFileUnits: 1 - keepQuads: 0 + optimizeMeshForGPU: 1 weldVertices: 1 - preserveHierarchy: 0 - skinWeightsMode: 0 - maxBonesPerVertex: 4 - minBoneWeight: 0.001 - meshOptimizationFlags: -1 - indexFormat: 1 secondaryUVAngleDistortion: 8 secondaryUVAreaDistortion: 15.000001 secondaryUVHardAngle: 88 @@ -1529,16 +543,12 @@ ModelImporter: useFileScale: 0 tangentSpace: normalSmoothAngle: 60 + splitTangentsAcrossUV: 1 normalImportMode: 0 - tangentImportMode: 4 - normalCalculationMode: 0 - legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 1 - blendShapeNormalImportMode: 1 - normalSmoothingSource: 0 - referencedClips: [] + tangentImportMode: 1 importAnimation: 1 + copyAvatar: 0 humanDescription: - serializedVersion: 3 human: - boneName: Hips humanName: Hips @@ -1974,403 +984,396 @@ ModelImporter: modified: 0 skeleton: - name: Idle(Clone) - parentName: position: {x: 0, y: 0, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: Hips - parentName: - position: {x: 0, y: 0.96055585, z: 0} + position: {x: 0, y: .960555851, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: LeftUpLeg - parentName: - position: {x: -0.0754495, y: -0.04566402, z: 0} + position: {x: -.0754494965, y: -.0456640199, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: LeftLeg - parentName: - position: {x: -0.020550499, y: -0.40912998, z: -0.00071864796} + position: {x: -.0205504987, y: -.409129977, z: -.000718647963} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: LeftFoot - parentName: - position: {x: -0.0051529994, y: -0.4231559, z: -0.027648851} + position: {x: -.00515299942, y: -.423155904, z: -.0276488513} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: LeftToes - parentName: - position: {x: -0.007487, y: -0.0731673, z: 0.14542712} + position: {x: -.00748699997, y: -.0731673017, z: .145427123} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: RightUpLeg - parentName: - position: {x: 0.075449534, y: -0.04566399, z: 0} + position: {x: .0754495338, y: -.0456639901, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: RightLeg - parentName: - 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RightHandIndex1 + 400166: r_middleProxy_01_geo + 400168: r_middleProxy_02_geo + 400170: r_middleProxy_03_geo + 400172: LeftHandMiddle17 + 400174: RightHandMiddle3 + 400176: RightHandMiddle2 + 400178: RightHandMiddle1 + 400180: r_ringProxy_01_geo + 400182: r_ringProxy_02_geo + 400184: r_ringProxy_03_geo + 400186: LeftHandRing17 + 400188: RightHandRing3 + 400190: RightHandRing2 + 400192: RightHandRing1 + 400194: r_pinkyProxy_01_geo + 400196: r_pinkyProxy_02_geo + 400198: r_pinkyProxy_03_geo + 400200: LeftHandPinky17 + 400202: RightHandPinky3 + 400204: RightHandPinky2 + 400206: RightHandPinky1 + 400208: RightHand + 400210: RightForeArm + 400212: RightArm + 400214: RightShoulder + 400216: neckProxy_geo + 400218: UNI_01_Upper_teethProxy + 400220: headProxy_geo + 400222: RightLipUpper + 400224: RightNostril + 400226: RightCheek + 400228: RightEyelidLower + 400230: RightEyelidUpper + 400232: RightIOuterBrow + 400234: RightInnerBrow + 400236: LeftIOuterBrow + 400238: LeftInnerBrow + 400240: LeftEyelidUpper + 400242: LeftEyelidLower + 400244: LeftCheek + 400246: LeftNostril + 400248: LeftLipUpper + 400250: jawProxy_geo + 400252: UNI_01_Lower_teethProxy + 400254: LeftLipCorner + 400256: RightLipCorner + 400258: RightLipLower + 400260: JawEND + 400262: LeftLipLower + 400264: UNI_01_TongueTipProxy + 400266: TongueTip + 400268: UNI_01_TongueBaseProxy + 400270: TongueBack + 400272: Jaw + 400274: r_UNI_eye + 400276: RightEye + 400278: l_UNI_eye + 400280: LeftEye + 400282: HeadTop_End + 400284: Head + 400286: Neck + 400288: Chest + 400290: Spine + 400292: Hips + 400294: Reference + 2300000: l_hipProxy_geo + 2300002: l_kneeProxy_geo + 2300004: l_ankleProxy_geo + 2300006: l_ballProxy_geo + 2300008: pelvisProxy_geo + 2300010: r_hipProxy_geo + 2300012: r_kneeProxy_geo + 2300014: r_ankleProxy_geo + 2300016: r_ballProxy_geo + 2300018: spineProxy_geo + 2300020: l_clavicleProxy_geo + 2300022: l_shourderProxy_geo + 2300024: l_erbowProxy_geo + 2300026: l_wristProxy_geo + 2300028: l_thumbProxy_01_geo + 2300030: l_thumbProxy_02_geo + 2300032: l_thumbProxy_03_geo + 2300034: l_indexProxy_01_geo + 2300036: l_indexProxy_02_geo + 2300038: l_indexProxy_03_geo + 2300040: l_middleProxy_01_geo + 2300042: l_middleProxy_02_geo + 2300044: l_middleProxy_03_geo + 2300046: l_ringProxy_01_geo + 2300048: l_ringProxy_02_geo + 2300050: l_ringProxy_03_geo + 2300052: l_pinkyProxy_01_geo + 2300054: l_pinkyProxy_02_geo + 2300056: l_pinkyProxy_03_geo + 2300058: chestProxy_geo + 2300060: r_clavicleProxy_geo + 2300062: r_shourderProxy_geo + 2300064: r_erbowProxy_geo + 2300066: r_wristProxy_geo + 2300068: r_thumbProxy_01_geo + 2300070: r_thumbProxy_02_geo + 2300072: r_thumbProxy_03_geo + 2300074: r_indexProxy_01_geo + 2300076: r_indexProxy_02_geo + 2300078: r_indexProxy_03_geo + 2300080: r_middleProxy_01_geo + 2300082: r_middleProxy_02_geo + 2300084: r_middleProxy_03_geo + 2300086: r_ringProxy_01_geo + 2300088: r_ringProxy_02_geo + 2300090: r_ringProxy_03_geo + 2300092: r_pinkyProxy_01_geo + 2300094: r_pinkyProxy_02_geo + 2300096: r_pinkyProxy_03_geo + 2300098: neckProxy_geo + 2300100: UNI_01_Upper_teethProxy + 2300102: headProxy_geo + 2300104: jawProxy_geo + 2300106: UNI_01_Lower_teethProxy + 2300108: UNI_01_TongueTipProxy + 2300110: UNI_01_TongueBaseProxy + 2300112: r_UNI_eye + 2300114: l_UNI_eye + 3300000: l_hipProxy_geo + 3300002: l_kneeProxy_geo + 3300004: l_ankleProxy_geo + 3300006: l_ballProxy_geo + 3300008: pelvisProxy_geo + 3300010: r_hipProxy_geo + 3300012: r_kneeProxy_geo + 3300014: r_ankleProxy_geo + 3300016: r_ballProxy_geo + 3300018: spineProxy_geo + 3300020: l_clavicleProxy_geo + 3300022: l_shourderProxy_geo + 3300024: l_erbowProxy_geo + 3300026: l_wristProxy_geo + 3300028: l_thumbProxy_01_geo + 3300030: l_thumbProxy_02_geo + 3300032: l_thumbProxy_03_geo + 3300034: l_indexProxy_01_geo + 3300036: l_indexProxy_02_geo + 3300038: l_indexProxy_03_geo + 3300040: l_middleProxy_01_geo + 3300042: l_middleProxy_02_geo + 3300044: l_middleProxy_03_geo + 3300046: l_ringProxy_01_geo + 3300048: l_ringProxy_02_geo + 3300050: l_ringProxy_03_geo + 3300052: l_pinkyProxy_01_geo + 3300054: l_pinkyProxy_02_geo + 3300056: l_pinkyProxy_03_geo + 3300058: chestProxy_geo + 3300060: r_clavicleProxy_geo + 3300062: r_shourderProxy_geo + 3300064: r_erbowProxy_geo + 3300066: r_wristProxy_geo + 3300068: r_thumbProxy_01_geo + 3300070: r_thumbProxy_02_geo + 3300072: r_thumbProxy_03_geo + 3300074: r_indexProxy_01_geo + 3300076: r_indexProxy_02_geo + 3300078: r_indexProxy_03_geo + 3300080: r_middleProxy_01_geo + 3300082: r_middleProxy_02_geo + 3300084: r_middleProxy_03_geo + 3300086: r_ringProxy_01_geo + 3300088: r_ringProxy_02_geo + 3300090: r_ringProxy_03_geo + 3300092: r_pinkyProxy_01_geo + 3300094: r_pinkyProxy_02_geo + 3300096: r_pinkyProxy_03_geo + 3300098: neckProxy_geo + 3300100: UNI_01_Upper_teethProxy + 3300102: headProxy_geo + 3300104: jawProxy_geo + 3300106: UNI_01_Lower_teethProxy + 3300108: UNI_01_TongueTipProxy + 3300110: UNI_01_TongueBaseProxy + 3300112: r_UNI_eye + 3300114: l_UNI_eye + 4300000: l_UNI_eye + 4300002: r_UNI_eye + 4300004: UNI_01_TongueBaseProxy + 4300006: UNI_01_TongueTipProxy + 4300008: UNI_01_Lower_teethProxy + 4300010: jawProxy_geo + 4300012: headProxy_geo + 4300014: UNI_01_Upper_teethProxy + 4300016: neckProxy_geo + 4300018: r_pinkyProxy_03_geo + 4300020: r_pinkyProxy_02_geo + 4300022: r_pinkyProxy_01_geo + 4300024: r_ringProxy_03_geo + 4300026: r_ringProxy_02_geo + 4300028: r_ringProxy_01_geo + 4300030: r_middleProxy_03_geo + 4300032: r_middleProxy_02_geo + 4300034: r_middleProxy_01_geo + 4300036: r_indexProxy_03_geo + 4300038: r_indexProxy_02_geo + 4300040: r_indexProxy_01_geo + 4300042: r_thumbProxy_03_geo + 4300044: r_thumbProxy_02_geo + 4300046: r_thumbProxy_01_geo + 4300048: r_wristProxy_geo + 4300050: r_erbowProxy_geo + 4300052: r_shourderProxy_geo + 4300054: r_clavicleProxy_geo + 4300056: chestProxy_geo + 4300058: l_pinkyProxy_03_geo + 4300060: l_pinkyProxy_02_geo + 4300062: l_pinkyProxy_01_geo + 4300064: l_ringProxy_03_geo + 4300066: l_ringProxy_02_geo + 4300068: l_ringProxy_01_geo + 4300070: l_middleProxy_03_geo + 4300072: l_middleProxy_02_geo + 4300074: l_middleProxy_01_geo + 4300076: l_indexProxy_03_geo + 4300078: l_indexProxy_02_geo + 4300080: l_indexProxy_01_geo + 4300082: l_thumbProxy_03_geo + 4300084: l_thumbProxy_02_geo + 4300086: l_thumbProxy_01_geo + 4300088: l_wristProxy_geo + 4300090: l_erbowProxy_geo + 4300092: l_shourderProxy_geo + 4300094: l_clavicleProxy_geo + 4300096: spineProxy_geo + 4300098: r_ballProxy_geo + 4300100: r_ankleProxy_geo + 4300102: r_kneeProxy_geo + 4300104: r_hipProxy_geo + 4300106: pelvisProxy_geo + 4300108: l_ballProxy_geo + 4300110: l_ankleProxy_geo + 4300112: l_kneeProxy_geo + 4300114: l_hipProxy_geo + 7400000: __preview___209_Run_JumpDownLow_Run + 7400002: HumanoidMidAirRight + 7400004: HumanoidMidAirLeft + 9500000: //RootNode + 11100000: //RootNode materials: - materialImportMode: 0 + importMaterials: 0 materialName: 1 materialSearch: 2 - materialLocation: 0 animations: legacyGenerateAnimations: 3 bakeSimulation: 0 - resampleCurves: 1 optimizeGameObjects: 0 motionNodeName: - rigImportErrors: - rigImportWarnings: - animationImportErrors: - animationImportWarnings: - animationRetargetingWarnings: - animationDoRetargetingWarnings: 0 - importAnimatedCustomProperties: 0 - importConstraints: 0 + pivotNodeName: animationCompression: 3 - animationRotationError: 0.5 - animationPositionError: 0.5 - animationScaleError: 0.5 + animationRotationError: .5 + animationPositionError: .5 + animationScaleError: .5 animationWrapMode: 0 extraExposedTransformPaths: [] - extraUserProperties: [] clipAnimations: - serializedVersion: 16 name: HumanoidMidAirRight takeName: _209_Run_JumpDownLow_Run - internalID: 0 firstFrame: 118 lastFrame: 120 wrapMode: 0 @@ -1471,7 +505,6 @@ ModelImporter: level: 0 cycleOffset: 0 loop: 1 - hasAdditiveReferencePose: 0 loopTime: 1 loopBlend: 1 loopBlendOrientation: 0 @@ -1490,11 +523,9 @@ ModelImporter: weight: 0 maskType: 0 maskSource: {instanceID: 0} - additiveReferencePoseFrame: 0 - serializedVersion: 16 name: HumanoidMidAirLeft takeName: _209_Run_JumpDownLow_Run - internalID: 0 firstFrame: 118 lastFrame: 120 wrapMode: 0 @@ -1502,7 +533,6 @@ ModelImporter: level: 0 cycleOffset: 0 loop: 0 - hasAdditiveReferencePose: 0 loopTime: 1 loopBlend: 1 loopBlendOrientation: 0 @@ -1697,31 +727,18 @@ ModelImporter: weight: 1 maskType: 0 maskSource: {instanceID: 0} - additiveReferencePoseFrame: 0 isReadable: 1 meshes: lODScreenPercentages: [] - globalScale: 0.01 + globalScale: .00999999978 meshCompression: 0 addColliders: 0 - useSRGBMaterialColor: 1 - sortHierarchyByName: 1 - importVisibility: 0 importBlendShapes: 0 - importCameras: 0 - importLights: 0 - fileIdsGeneration: 1 swapUVChannels: 0 generateSecondaryUV: 0 useFileUnits: 1 - keepQuads: 0 + optimizeMeshForGPU: 1 weldVertices: 1 - preserveHierarchy: 0 - skinWeightsMode: 0 - maxBonesPerVertex: 4 - minBoneWeight: 0.001 - meshOptimizationFlags: -1 - indexFormat: 1 secondaryUVAngleDistortion: 8 secondaryUVAreaDistortion: 15.000001 secondaryUVHardAngle: 88 @@ -1729,16 +746,12 @@ ModelImporter: useFileScale: 0 tangentSpace: normalSmoothAngle: 60 + splitTangentsAcrossUV: 1 normalImportMode: 0 - tangentImportMode: 4 - normalCalculationMode: 0 - legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 1 - blendShapeNormalImportMode: 1 - normalSmoothingSource: 0 - referencedClips: [] + tangentImportMode: 1 importAnimation: 1 + copyAvatar: 0 humanDescription: - serializedVersion: 3 human: - boneName: Hips humanName: Hips @@ -2174,468 +1187,460 @@ ModelImporter: modified: 0 skeleton: - name: HumanoidMidAir(Clone) - parentName: position: {x: 0, y: 0, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: Hips - parentName: - position: {x: 0, y: 0.9782808, z: 0} + position: {x: 0, y: .978280783, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: LeftUpLeg - parentName: - position: {x: -0.0754495, y: -0.04566402, z: 3.5527136e-17} + position: {x: -.0754494965, y: -.0456640199, z: 3.5527136e-17} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: LeftLeg - parentName: - position: {x: -0.020550499, y: -0.40912998, z: -0.00071864796} + position: {x: -.0205504987, y: -.409129977, z: -.000718647963} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: LeftFoot - parentName: - position: {x: -0.0051529994, y: -0.4231559, z: -0.027648851} + position: {x: -.00515299942, y: -.423155904, z: -.0276488513} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: LeftToes - parentName: - position: {x: -0.007487, y: -0.0731673, z: 0.14542712} + position: {x: -.00748699997, y: -.0731673017, z: .145427123} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: LToeBase_End2 - parentName: - position: {x: 0.01264, y: -0.013135779, z: 0.03589337} + position: {x: .0126400003, y: -.0131357787, z: .0358933695} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: RightUpLeg - parentName: - position: {x: 0.075449534, y: -0.04566399, z: -7.105427e-17} + position: {x: .0754495338, y: -.0456639901, z: -7.1054272e-17} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: RightLeg - parentName: - position: {x: 0.020550467, y: -0.40913, z: -0.00071864796} + position: {x: .0205504671, y: -.409130007, z: -.000718647963} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: RightFoot - parentName: - position: {x: 0.0051529994, y: -0.4231559, z: -0.027648851} + position: {x: .00515299942, y: -.423155904, z: -.0276488513} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: RightToes - parentName: - position: {x: 0.007487, y: 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materialSearch: 2 - materialLocation: 0 animations: legacyGenerateAnimations: 4 bakeSimulation: 0 - resampleCurves: 1 + resampleRotations: 1 optimizeGameObjects: 0 motionNodeName: - rigImportErrors: - rigImportWarnings: animationImportErrors: animationImportWarnings: animationRetargetingWarnings: animationDoRetargetingWarnings: 0 - importAnimatedCustomProperties: 0 - importConstraints: 0 animationCompression: 0 animationRotationError: 0.5 animationPositionError: 0.5 animationScaleError: 0.5 animationWrapMode: 0 extraExposedTransformPaths: [] - extraUserProperties: [] clipAnimations: - serializedVersion: 16 name: HumanoidRun takeName: _24_a_U1_M_P_RunForward_NtrlFaceFwd__Fb_p0_No_0_PJ_10 - internalID: 0 firstFrame: 335.9 lastFrame: 353.7 wrapMode: 0 - orientationOffsetY: -0.0975 + orientationOffsetY: -1.2 level: 0 cycleOffset: 0 loop: 0 @@ -1935,31 +675,20 @@ ModelImporter: transformMask: [] maskType: 0 maskSource: {instanceID: 0} - additiveReferencePoseFrame: 0 + additiveReferencePoseFrame: 88 isReadable: 1 meshes: lODScreenPercentages: [] globalScale: 0.01 meshCompression: 0 addColliders: 0 - useSRGBMaterialColor: 1 - sortHierarchyByName: 1 - importVisibility: 0 importBlendShapes: 0 - importCameras: 0 - importLights: 0 - fileIdsGeneration: 1 swapUVChannels: 0 generateSecondaryUV: 0 useFileUnits: 1 + optimizeMeshForGPU: 1 keepQuads: 0 weldVertices: 1 - preserveHierarchy: 0 - skinWeightsMode: 0 - maxBonesPerVertex: 4 - minBoneWeight: 0.001 - meshOptimizationFlags: -1 - indexFormat: 1 secondaryUVAngleDistortion: 8 secondaryUVAreaDistortion: 15.000001 secondaryUVHardAngle: 88 @@ -1969,14 +698,9 @@ ModelImporter: normalSmoothAngle: 60 normalImportMode: 0 tangentImportMode: 4 - normalCalculationMode: 0 - legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 1 - blendShapeNormalImportMode: 1 - normalSmoothingSource: 0 - referencedClips: [] importAnimation: 1 + copyAvatar: 0 humanDescription: - serializedVersion: 3 human: - boneName: Hips 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l_wristProxy_geo - - first: - 43: 4300090 - second: l_erbowProxy_geo - - first: - 43: 4300092 - second: l_shourderProxy_geo - - first: - 43: 4300094 - second: l_clavicleProxy_geo - - first: - 43: 4300096 - second: spineProxy_geo - - first: - 43: 4300098 - second: r_ballProxy_geo - - first: - 43: 4300100 - second: r_ankleProxy_geo - - first: - 43: 4300102 - second: r_kneeProxy_geo - - first: - 43: 4300104 - second: r_hipProxy_geo - - first: - 43: 4300106 - second: pelvisProxy_geo - - first: - 43: 4300108 - second: l_ballProxy_geo - - first: - 43: 4300110 - second: l_ankleProxy_geo - - first: - 43: 4300112 - second: l_kneeProxy_geo - - first: - 43: 4300114 - second: l_hipProxy_geo - - first: - 74: 7400000 - second: HumanoidRunRight - - first: - 74: 7400002 - second: HumanoidRunLeft - - first: - 95: 9500000 - second: //RootNode - externalObjects: {} + serializedVersion: 18 + fileIDToRecycleName: + 100000: Chest + 100002: chestProxy_geo + 100004: //RootNode + 100006: Head + 100008: headProxy_geo + 100010: HeadTop_End + 100012: Hips + 100014: Jaw + 100016: JawEND + 100018: jawProxy_geo + 100020: l_ankleProxy_geo + 100022: l_ballProxy_geo + 100024: l_clavicleProxy_geo + 100026: l_erbowProxy_geo + 100028: l_hipProxy_geo + 100030: l_indexProxy_01_geo + 100032: l_indexProxy_02_geo + 100034: l_indexProxy_03_geo + 100036: l_kneeProxy_geo + 100038: l_middleProxy_01_geo + 100040: l_middleProxy_02_geo + 100042: l_middleProxy_03_geo + 100044: l_pinkyProxy_01_geo + 100046: l_pinkyProxy_02_geo + 100048: l_pinkyProxy_03_geo + 100050: l_ringProxy_01_geo + 100052: l_ringProxy_02_geo + 100054: l_ringProxy_03_geo + 100056: l_shourderProxy_geo + 100058: l_thumbProxy_01_geo + 100060: l_thumbProxy_02_geo + 100062: l_thumbProxy_03_geo + 100064: l_UNI_eye + 100066: l_wristProxy_geo + 100068: LeftArm + 100070: LeftCheek + 100072: LeftEye + 100074: LeftEyelidLower + 100076: LeftEyelidUpper + 100078: LeftFoot + 100080: LeftForeArm + 100082: LeftHand + 100084: LeftHandIndex1 + 100086: 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r_ballProxy_geo + 100170: r_clavicleProxy_geo + 100172: r_erbowProxy_geo + 100174: r_hipProxy_geo + 100176: r_indexProxy_01_geo + 100178: r_indexProxy_02_geo + 100180: r_indexProxy_03_geo + 100182: r_kneeProxy_geo + 100184: r_middleProxy_01_geo + 100186: r_middleProxy_02_geo + 100188: r_middleProxy_03_geo + 100190: r_pinkyProxy_01_geo + 100192: r_pinkyProxy_02_geo + 100194: r_pinkyProxy_03_geo + 100196: r_ringProxy_01_geo + 100198: r_ringProxy_02_geo + 100200: r_ringProxy_03_geo + 100202: r_shourderProxy_geo + 100204: r_thumbProxy_01_geo + 100206: r_thumbProxy_02_geo + 100208: r_thumbProxy_03_geo + 100210: r_UNI_eye + 100212: r_wristProxy_geo + 100214: Reference + 100216: RightArm + 100218: RightCheek + 100220: RightEye + 100222: RightEyelidLower + 100224: RightEyelidUpper + 100226: RightFoot + 100228: RightForeArm + 100230: RightHand + 100232: RightHandIndex1 + 100234: RightHandIndex2 + 100236: RightHandIndex3 + 100238: RightHandMiddle1 + 100240: RightHandMiddle2 + 100242: RightHandMiddle3 + 100244: RightHandPinky1 + 100246: RightHandPinky2 + 100248: RightHandPinky3 + 100250: RightHandRing1 + 100252: RightHandRing2 + 100254: RightHandRing3 + 100256: RightHandThumb1 + 100258: RightHandThumb2 + 100260: RightHandThumb3 + 100262: RightInnerBrow + 100264: RightIOuterBrow + 100266: RightLeg + 100268: RightLipCorner + 100270: RightLipLower + 100272: RightLipUpper + 100274: RightNostril + 100276: RightShoulder + 100278: RightToes + 100280: RightUpLeg + 100282: Root + 100284: Spine + 100286: spineProxy_geo + 100288: TongueBack + 100290: TongueTip + 100292: UNI_01_Lower_teethProxy + 100294: UNI_01_TongueBaseProxy + 100296: UNI_01_TongueTipProxy + 100298: UNI_01_Upper_teethProxy + 400000: Chest + 400002: chestProxy_geo + 400004: //RootNode + 400006: Head + 400008: headProxy_geo + 400010: HeadTop_End + 400012: Hips + 400014: Jaw + 400016: JawEND + 400018: jawProxy_geo + 400020: l_ankleProxy_geo + 400022: l_ballProxy_geo + 400024: l_clavicleProxy_geo + 400026: l_erbowProxy_geo + 400028: l_hipProxy_geo + 400030: l_indexProxy_01_geo + 400032: l_indexProxy_02_geo + 400034: l_indexProxy_03_geo + 400036: l_kneeProxy_geo + 400038: l_middleProxy_01_geo + 400040: l_middleProxy_02_geo + 400042: l_middleProxy_03_geo + 400044: l_pinkyProxy_01_geo + 400046: l_pinkyProxy_02_geo + 400048: l_pinkyProxy_03_geo + 400050: l_ringProxy_01_geo + 400052: l_ringProxy_02_geo + 400054: l_ringProxy_03_geo + 400056: l_shourderProxy_geo + 400058: l_thumbProxy_01_geo + 400060: l_thumbProxy_02_geo + 400062: l_thumbProxy_03_geo + 400064: l_UNI_eye + 400066: l_wristProxy_geo + 400068: LeftArm + 400070: LeftCheek + 400072: LeftEye + 400074: LeftEyelidLower + 400076: LeftEyelidUpper + 400078: LeftFoot + 400080: LeftForeArm + 400082: LeftHand + 400084: LeftHandIndex1 + 400086: LeftHandIndex13 + 400088: LeftHandIndex17 + 400090: LeftHandIndex2 + 400092: LeftHandIndex3 + 400094: LeftHandMiddle1 + 400096: LeftHandMiddle13 + 400098: LeftHandMiddle17 + 400100: LeftHandMiddle2 + 400102: LeftHandMiddle3 + 400104: LeftHandPinky1 + 400106: LeftHandPinky13 + 400108: LeftHandPinky17 + 400110: LeftHandPinky2 + 400112: LeftHandPinky3 + 400114: LeftHandRing1 + 400116: LeftHandRing13 + 400118: LeftHandRing17 + 400120: LeftHandRing2 + 400122: LeftHandRing3 + 400124: LeftHandThumb1 + 400126: LeftHandThumb13 + 400128: LeftHandThumb17 + 400130: LeftHandThumb2 + 400132: LeftHandThumb3 + 400134: LeftInnerBrow + 400136: LeftIOuterBrow + 400138: LeftLeg + 400140: LeftLipCorner + 400142: LeftLipLower + 400144: LeftLipUpper + 400146: LeftNostril + 400148: LeftShoulder + 400150: LeftToes + 400152: LeftUpLeg + 400154: LToeBase_End2 + 400156: LToeBase_End3 + 400158: Neck + 400160: neckProxy_geo + 400162: pelvisProxy_geo + 400164: Pivot + 400166: r_ankleProxy_geo + 400168: r_ballProxy_geo + 400170: r_clavicleProxy_geo + 400172: r_erbowProxy_geo + 400174: r_hipProxy_geo + 400176: r_indexProxy_01_geo + 400178: r_indexProxy_02_geo + 400180: r_indexProxy_03_geo + 400182: r_kneeProxy_geo + 400184: r_middleProxy_01_geo + 400186: r_middleProxy_02_geo + 400188: r_middleProxy_03_geo + 400190: r_pinkyProxy_01_geo + 400192: r_pinkyProxy_02_geo + 400194: r_pinkyProxy_03_geo + 400196: r_ringProxy_01_geo + 400198: r_ringProxy_02_geo + 400200: r_ringProxy_03_geo + 400202: r_shourderProxy_geo + 400204: r_thumbProxy_01_geo + 400206: r_thumbProxy_02_geo + 400208: r_thumbProxy_03_geo + 400210: r_UNI_eye + 400212: r_wristProxy_geo + 400214: Reference + 400216: RightArm + 400218: RightCheek + 400220: RightEye + 400222: RightEyelidLower + 400224: RightEyelidUpper + 400226: RightFoot + 400228: RightForeArm + 400230: RightHand + 400232: RightHandIndex1 + 400234: RightHandIndex2 + 400236: RightHandIndex3 + 400238: RightHandMiddle1 + 400240: RightHandMiddle2 + 400242: RightHandMiddle3 + 400244: RightHandPinky1 + 400246: RightHandPinky2 + 400248: RightHandPinky3 + 400250: RightHandRing1 + 400252: RightHandRing2 + 400254: RightHandRing3 + 400256: RightHandThumb1 + 400258: RightHandThumb2 + 400260: RightHandThumb3 + 400262: RightInnerBrow + 400264: RightIOuterBrow + 400266: RightLeg + 400268: RightLipCorner + 400270: RightLipLower + 400272: RightLipUpper + 400274: RightNostril + 400276: RightShoulder + 400278: RightToes + 400280: RightUpLeg + 400282: Root + 400284: Spine + 400286: spineProxy_geo + 400288: TongueBack + 400290: TongueTip + 400292: UNI_01_Lower_teethProxy + 400294: UNI_01_TongueBaseProxy + 400296: UNI_01_TongueTipProxy + 400298: UNI_01_Upper_teethProxy + 2300000: chestProxy_geo + 2300002: headProxy_geo + 2300004: jawProxy_geo + 2300006: l_ankleProxy_geo + 2300008: l_ballProxy_geo + 2300010: l_clavicleProxy_geo + 2300012: l_erbowProxy_geo + 2300014: l_hipProxy_geo + 2300016: l_indexProxy_01_geo + 2300018: l_indexProxy_02_geo + 2300020: l_indexProxy_03_geo + 2300022: l_kneeProxy_geo + 2300024: l_middleProxy_01_geo + 2300026: l_middleProxy_02_geo + 2300028: l_middleProxy_03_geo + 2300030: l_pinkyProxy_01_geo + 2300032: l_pinkyProxy_02_geo + 2300034: l_pinkyProxy_03_geo + 2300036: l_ringProxy_01_geo + 2300038: l_ringProxy_02_geo + 2300040: l_ringProxy_03_geo + 2300042: l_shourderProxy_geo + 2300044: l_thumbProxy_01_geo + 2300046: l_thumbProxy_02_geo + 2300048: l_thumbProxy_03_geo + 2300050: l_UNI_eye + 2300052: l_wristProxy_geo + 2300054: neckProxy_geo + 2300056: pelvisProxy_geo + 2300058: r_ankleProxy_geo + 2300060: r_ballProxy_geo + 2300062: r_clavicleProxy_geo + 2300064: r_erbowProxy_geo + 2300066: r_hipProxy_geo + 2300068: r_indexProxy_01_geo + 2300070: r_indexProxy_02_geo + 2300072: r_indexProxy_03_geo + 2300074: r_kneeProxy_geo + 2300076: r_middleProxy_01_geo + 2300078: r_middleProxy_02_geo + 2300080: r_middleProxy_03_geo + 2300082: r_pinkyProxy_01_geo + 2300084: r_pinkyProxy_02_geo + 2300086: r_pinkyProxy_03_geo + 2300088: r_ringProxy_01_geo + 2300090: r_ringProxy_02_geo + 2300092: r_ringProxy_03_geo + 2300094: r_shourderProxy_geo + 2300096: r_thumbProxy_01_geo + 2300098: r_thumbProxy_02_geo + 2300100: r_thumbProxy_03_geo + 2300102: r_UNI_eye + 2300104: r_wristProxy_geo + 2300106: spineProxy_geo + 2300108: UNI_01_Lower_teethProxy + 2300110: UNI_01_TongueBaseProxy + 2300112: UNI_01_TongueTipProxy + 2300114: UNI_01_Upper_teethProxy + 3300000: chestProxy_geo + 3300002: headProxy_geo + 3300004: jawProxy_geo + 3300006: l_ankleProxy_geo + 3300008: l_ballProxy_geo + 3300010: l_clavicleProxy_geo + 3300012: l_erbowProxy_geo + 3300014: l_hipProxy_geo + 3300016: l_indexProxy_01_geo + 3300018: l_indexProxy_02_geo + 3300020: l_indexProxy_03_geo + 3300022: l_kneeProxy_geo + 3300024: l_middleProxy_01_geo + 3300026: l_middleProxy_02_geo + 3300028: l_middleProxy_03_geo + 3300030: l_pinkyProxy_01_geo + 3300032: l_pinkyProxy_02_geo + 3300034: l_pinkyProxy_03_geo + 3300036: l_ringProxy_01_geo + 3300038: l_ringProxy_02_geo + 3300040: l_ringProxy_03_geo + 3300042: l_shourderProxy_geo + 3300044: l_thumbProxy_01_geo + 3300046: l_thumbProxy_02_geo + 3300048: l_thumbProxy_03_geo + 3300050: l_UNI_eye + 3300052: l_wristProxy_geo + 3300054: neckProxy_geo + 3300056: pelvisProxy_geo + 3300058: r_ankleProxy_geo + 3300060: r_ballProxy_geo + 3300062: r_clavicleProxy_geo + 3300064: r_erbowProxy_geo + 3300066: r_hipProxy_geo + 3300068: r_indexProxy_01_geo + 3300070: r_indexProxy_02_geo + 3300072: r_indexProxy_03_geo + 3300074: r_kneeProxy_geo + 3300076: r_middleProxy_01_geo + 3300078: r_middleProxy_02_geo + 3300080: r_middleProxy_03_geo + 3300082: r_pinkyProxy_01_geo + 3300084: r_pinkyProxy_02_geo + 3300086: r_pinkyProxy_03_geo + 3300088: r_ringProxy_01_geo + 3300090: r_ringProxy_02_geo + 3300092: r_ringProxy_03_geo + 3300094: r_shourderProxy_geo + 3300096: r_thumbProxy_01_geo + 3300098: r_thumbProxy_02_geo + 3300100: r_thumbProxy_03_geo + 3300102: r_UNI_eye + 3300104: r_wristProxy_geo + 3300106: spineProxy_geo + 3300108: UNI_01_Lower_teethProxy + 3300110: UNI_01_TongueBaseProxy + 3300112: UNI_01_TongueTipProxy + 3300114: UNI_01_Upper_teethProxy + 4300000: l_UNI_eye + 4300002: r_UNI_eye + 4300004: UNI_01_TongueBaseProxy + 4300006: UNI_01_TongueTipProxy + 4300008: UNI_01_Lower_teethProxy + 4300010: jawProxy_geo + 4300012: headProxy_geo + 4300014: UNI_01_Upper_teethProxy + 4300016: neckProxy_geo + 4300018: r_pinkyProxy_03_geo + 4300020: r_pinkyProxy_02_geo + 4300022: r_pinkyProxy_01_geo + 4300024: r_ringProxy_03_geo + 4300026: r_ringProxy_02_geo + 4300028: r_ringProxy_01_geo + 4300030: r_middleProxy_03_geo + 4300032: r_middleProxy_02_geo + 4300034: r_middleProxy_01_geo + 4300036: r_indexProxy_03_geo + 4300038: r_indexProxy_02_geo + 4300040: r_indexProxy_01_geo + 4300042: r_thumbProxy_03_geo + 4300044: r_thumbProxy_02_geo + 4300046: r_thumbProxy_01_geo + 4300048: r_wristProxy_geo + 4300050: r_erbowProxy_geo + 4300052: r_shourderProxy_geo + 4300054: r_clavicleProxy_geo + 4300056: chestProxy_geo + 4300058: l_pinkyProxy_03_geo + 4300060: l_pinkyProxy_02_geo + 4300062: l_pinkyProxy_01_geo + 4300064: l_ringProxy_03_geo + 4300066: l_ringProxy_02_geo + 4300068: l_ringProxy_01_geo + 4300070: l_middleProxy_03_geo + 4300072: l_middleProxy_02_geo + 4300074: l_middleProxy_01_geo + 4300076: l_indexProxy_03_geo + 4300078: l_indexProxy_02_geo + 4300080: l_indexProxy_01_geo + 4300082: l_thumbProxy_03_geo + 4300084: l_thumbProxy_02_geo + 4300086: l_thumbProxy_01_geo + 4300088: l_wristProxy_geo + 4300090: l_erbowProxy_geo + 4300092: l_shourderProxy_geo + 4300094: l_clavicleProxy_geo + 4300096: spineProxy_geo + 4300098: r_ballProxy_geo + 4300100: r_ankleProxy_geo + 4300102: r_kneeProxy_geo + 4300104: r_hipProxy_geo + 4300106: pelvisProxy_geo + 4300108: l_ballProxy_geo + 4300110: l_ankleProxy_geo + 4300112: l_kneeProxy_geo + 4300114: l_hipProxy_geo + 7400000: HumanoidRunRight + 7400002: HumanoidRunLeft + 9500000: //RootNode materials: - materialImportMode: 0 + importMaterials: 0 materialName: 1 materialSearch: 2 - materialLocation: 0 animations: legacyGenerateAnimations: 4 bakeSimulation: 0 - resampleCurves: 1 optimizeGameObjects: 0 motionNodeName: - rigImportErrors: - rigImportWarnings: - animationImportErrors: - animationImportWarnings: - animationRetargetingWarnings: - animationDoRetargetingWarnings: 0 - importAnimatedCustomProperties: 0 - importConstraints: 0 + pivotNodeName: animationCompression: 0 - animationRotationError: 0.5 - animationPositionError: 0.5 - animationScaleError: 0.5 + animationRotationError: .5 + animationPositionError: .5 + animationScaleError: .5 animationWrapMode: 0 extraExposedTransformPaths: [] - extraUserProperties: [] clipAnimations: - serializedVersion: 16 name: HumanoidRunRight takeName: _30_a_U1_M_P_RunForwardTurnRight_NtrlWide__Fb_Dia3m_No_0_PJ_4 - internalID: 0 firstFrame: 98.5 - lastFrame: 115.7 + lastFrame: 115.699997 wrapMode: 0 orientationOffsetY: 0 level: 0 cycleOffset: 0 loop: 0 - hasAdditiveReferencePose: 0 loopTime: 1 loopBlend: 1 loopBlendOrientation: 0 @@ -1494,19 +523,16 @@ ModelImporter: transformMask: [] maskType: 0 maskSource: {instanceID: 0} - additiveReferencePoseFrame: 0 - serializedVersion: 16 name: HumanoidRunLeft takeName: _30_a_U1_M_P_RunForwardTurnRight_NtrlWide__Fb_Dia3m_No_0_PJ_4 - internalID: 0 firstFrame: 98.5 - lastFrame: 115.7 + lastFrame: 115.699997 wrapMode: 0 orientationOffsetY: 0 level: 0 - cycleOffset: 0.5 + cycleOffset: .5 loop: 0 - hasAdditiveReferencePose: 0 loopTime: 1 loopBlend: 1 loopBlendOrientation: 0 @@ -1523,31 +549,18 @@ ModelImporter: transformMask: [] maskType: 0 maskSource: {instanceID: 0} - additiveReferencePoseFrame: 0 isReadable: 1 meshes: lODScreenPercentages: [] - globalScale: 0.01 + globalScale: .00999999978 meshCompression: 0 addColliders: 0 - useSRGBMaterialColor: 1 - sortHierarchyByName: 1 - importVisibility: 0 importBlendShapes: 0 - importCameras: 0 - importLights: 0 - fileIdsGeneration: 1 swapUVChannels: 0 generateSecondaryUV: 0 useFileUnits: 1 - keepQuads: 0 + optimizeMeshForGPU: 1 weldVertices: 1 - preserveHierarchy: 0 - skinWeightsMode: 0 - maxBonesPerVertex: 4 - minBoneWeight: 0.001 - meshOptimizationFlags: -1 - indexFormat: 1 secondaryUVAngleDistortion: 8 secondaryUVAreaDistortion: 15.000001 secondaryUVHardAngle: 88 @@ -1555,16 +568,12 @@ ModelImporter: useFileScale: 0 tangentSpace: normalSmoothAngle: 60 + splitTangentsAcrossUV: 1 normalImportMode: 0 - tangentImportMode: 4 - normalCalculationMode: 0 - legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 1 - blendShapeNormalImportMode: 1 - normalSmoothingSource: 0 - referencedClips: [] + tangentImportMode: 1 importAnimation: 1 + copyAvatar: 0 humanDescription: - serializedVersion: 3 human: - boneName: Hips humanName: Hips @@ -2000,468 +1009,461 @@ ModelImporter: modified: 0 skeleton: - name: HumanoidRunTurn(Clone) - parentName: position: {x: 0, y: 0, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: Hips - parentName: - position: {x: 0, y: 0.9574965, z: -0.055046745} + position: {x: 0, y: .957496524, z: -.0550467446} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} + transformModified: 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4: 400270 - second: RightLipUpper - - first: - 4: 400272 - second: RightNostril - - first: - 4: 400274 - second: RightShoulder - - first: - 4: 400276 - second: RightToes - - first: - 4: 400278 - second: RightUpLeg - - first: - 4: 400280 - second: Spine - - first: - 4: 400282 - second: spineProxy_geo - - first: - 4: 400284 - second: TongueBack - - first: - 4: 400286 - second: TongueTip - - first: - 4: 400288 - second: UNI_01_Lower_teethProxy - - first: - 4: 400290 - second: UNI_01_TongueBaseProxy - - first: - 4: 400292 - second: UNI_01_TongueTipProxy - - first: - 4: 400294 - second: UNI_01_Upper_teethProxy - - first: - 23: 2300000 - second: chestProxy_geo - - first: - 23: 2300002 - second: headProxy_geo - - first: - 23: 2300004 - second: jawProxy_geo - - first: - 23: 2300006 - second: l_ankleProxy_geo - - first: - 23: 2300008 - second: l_ballProxy_geo - - first: - 23: 2300010 - second: l_clavicleProxy_geo - - first: - 23: 2300012 - second: l_erbowProxy_geo - - first: - 23: 2300014 - second: l_hipProxy_geo - - first: - 23: 2300016 - second: l_indexProxy_01_geo - - first: - 23: 2300018 - second: l_indexProxy_02_geo - - first: - 23: 2300020 - second: l_indexProxy_03_geo - - first: - 23: 2300022 - second: l_kneeProxy_geo - - first: - 23: 2300024 - second: l_middleProxy_01_geo - - first: - 23: 2300026 - second: l_middleProxy_02_geo - - first: - 23: 2300028 - second: l_middleProxy_03_geo - - first: - 23: 2300030 - second: l_pinkyProxy_01_geo - - first: - 23: 2300032 - second: l_pinkyProxy_02_geo - - first: - 23: 2300034 - second: l_pinkyProxy_03_geo - - first: - 23: 2300036 - second: l_ringProxy_01_geo - - first: - 23: 2300038 - second: l_ringProxy_02_geo - - first: - 23: 2300040 - second: l_ringProxy_03_geo - - first: - 23: 2300042 - second: l_shourderProxy_geo - - first: - 23: 2300044 - second: l_thumbProxy_01_geo - - first: - 23: 2300046 - second: l_thumbProxy_02_geo - - first: - 23: 2300048 - second: l_thumbProxy_03_geo - - first: - 23: 2300050 - second: l_UNI_eye - - first: - 23: 2300052 - second: l_wristProxy_geo - - first: - 23: 2300054 - second: neckProxy_geo - - first: - 23: 2300056 - second: pelvisProxy_geo - - first: - 23: 2300058 - second: r_ankleProxy_geo - - first: - 23: 2300060 - second: r_ballProxy_geo - - first: - 23: 2300062 - second: r_clavicleProxy_geo - - first: - 23: 2300064 - second: r_erbowProxy_geo - - first: - 23: 2300066 - second: r_hipProxy_geo - - first: - 23: 2300068 - second: r_indexProxy_01_geo - - first: - 23: 2300070 - second: r_indexProxy_02_geo - - first: - 23: 2300072 - second: r_indexProxy_03_geo - - first: - 23: 2300074 - second: r_kneeProxy_geo - - first: - 23: 2300076 - second: r_middleProxy_01_geo - - first: - 23: 2300078 - second: r_middleProxy_02_geo - - first: - 23: 2300080 - second: r_middleProxy_03_geo - - first: - 23: 2300082 - second: r_pinkyProxy_01_geo - - first: - 23: 2300084 - second: r_pinkyProxy_02_geo - - first: - 23: 2300086 - second: r_pinkyProxy_03_geo - - first: - 23: 2300088 - second: r_ringProxy_01_geo - - first: - 23: 2300090 - second: r_ringProxy_02_geo - - first: - 23: 2300092 - second: r_ringProxy_03_geo - - first: - 23: 2300094 - second: r_shourderProxy_geo - - first: - 23: 2300096 - second: r_thumbProxy_01_geo - - first: - 23: 2300098 - second: r_thumbProxy_02_geo - - first: - 23: 2300100 - second: r_thumbProxy_03_geo - - first: - 23: 2300102 - second: r_UNI_eye - - first: - 23: 2300104 - second: r_wristProxy_geo - - first: - 23: 2300106 - second: spineProxy_geo - - first: - 23: 2300108 - second: UNI_01_Lower_teethProxy - - first: - 23: 2300110 - second: UNI_01_TongueBaseProxy - - first: - 23: 2300112 - second: UNI_01_TongueTipProxy - - first: - 23: 2300114 - second: UNI_01_Upper_teethProxy - - first: - 33: 3300000 - second: chestProxy_geo - - first: - 33: 3300002 - second: headProxy_geo - - first: - 33: 3300004 - second: jawProxy_geo - - first: - 33: 3300006 - second: l_ankleProxy_geo - - first: - 33: 3300008 - second: l_ballProxy_geo - - first: - 33: 3300010 - second: l_clavicleProxy_geo - - first: - 33: 3300012 - second: l_erbowProxy_geo - - first: - 33: 3300014 - second: l_hipProxy_geo - - first: - 33: 3300016 - second: l_indexProxy_01_geo - - first: - 33: 3300018 - second: l_indexProxy_02_geo - - first: - 33: 3300020 - second: l_indexProxy_03_geo - - first: - 33: 3300022 - second: l_kneeProxy_geo - - first: - 33: 3300024 - second: l_middleProxy_01_geo - - first: - 33: 3300026 - second: l_middleProxy_02_geo - - first: - 33: 3300028 - second: l_middleProxy_03_geo - - first: - 33: 3300030 - second: l_pinkyProxy_01_geo - - first: - 33: 3300032 - second: l_pinkyProxy_02_geo - - first: - 33: 3300034 - second: l_pinkyProxy_03_geo - - first: - 33: 3300036 - second: l_ringProxy_01_geo - - first: - 33: 3300038 - second: l_ringProxy_02_geo - - first: - 33: 3300040 - second: l_ringProxy_03_geo - - first: - 33: 3300042 - second: l_shourderProxy_geo - - first: - 33: 3300044 - second: l_thumbProxy_01_geo - - first: - 33: 3300046 - second: l_thumbProxy_02_geo - - first: - 33: 3300048 - second: l_thumbProxy_03_geo - - first: - 33: 3300050 - second: l_UNI_eye - - first: - 33: 3300052 - second: l_wristProxy_geo - - first: - 33: 3300054 - second: neckProxy_geo - - first: - 33: 3300056 - second: pelvisProxy_geo - - first: - 33: 3300058 - second: r_ankleProxy_geo - - first: - 33: 3300060 - second: r_ballProxy_geo - - first: - 33: 3300062 - second: r_clavicleProxy_geo - - first: - 33: 3300064 - second: r_erbowProxy_geo - - first: - 33: 3300066 - second: r_hipProxy_geo - - first: - 33: 3300068 - second: r_indexProxy_01_geo - - first: - 33: 3300070 - second: r_indexProxy_02_geo - - first: - 33: 3300072 - second: r_indexProxy_03_geo - - first: - 33: 3300074 - second: r_kneeProxy_geo - - first: - 33: 3300076 - second: r_middleProxy_01_geo - - first: - 33: 3300078 - second: r_middleProxy_02_geo - - first: - 33: 3300080 - second: r_middleProxy_03_geo - - first: - 33: 3300082 - second: r_pinkyProxy_01_geo - - first: - 33: 3300084 - second: r_pinkyProxy_02_geo - - first: - 33: 3300086 - second: r_pinkyProxy_03_geo - - first: - 33: 3300088 - second: r_ringProxy_01_geo - - first: - 33: 3300090 - second: r_ringProxy_02_geo - - first: - 33: 3300092 - second: r_ringProxy_03_geo - - first: - 33: 3300094 - second: r_shourderProxy_geo - - first: - 33: 3300096 - second: r_thumbProxy_01_geo - - first: - 33: 3300098 - second: r_thumbProxy_02_geo - - first: - 33: 3300100 - second: r_thumbProxy_03_geo - - first: - 33: 3300102 - second: r_UNI_eye - - first: - 33: 3300104 - second: r_wristProxy_geo - - first: - 33: 3300106 - second: spineProxy_geo - - first: - 33: 3300108 - second: UNI_01_Lower_teethProxy - - first: - 33: 3300110 - second: UNI_01_TongueBaseProxy - - first: - 33: 3300112 - second: UNI_01_TongueTipProxy - - first: - 33: 3300114 - second: UNI_01_Upper_teethProxy - - first: - 43: 4300000 - second: l_UNI_eye - - first: - 43: 4300002 - second: r_UNI_eye - - first: - 43: 4300004 - second: UNI_01_TongueBaseProxy - - first: - 43: 4300006 - second: UNI_01_TongueTipProxy - - first: - 43: 4300008 - second: UNI_01_Lower_teethProxy - - first: - 43: 4300010 - second: jawProxy_geo - - first: - 43: 4300012 - second: headProxy_geo - - first: - 43: 4300014 - second: UNI_01_Upper_teethProxy - - first: - 43: 4300016 - second: neckProxy_geo - - first: - 43: 4300018 - second: r_pinkyProxy_03_geo - - first: - 43: 4300020 - second: r_pinkyProxy_02_geo - - first: - 43: 4300022 - second: r_pinkyProxy_01_geo - - first: - 43: 4300024 - second: r_ringProxy_03_geo - - first: - 43: 4300026 - second: r_ringProxy_02_geo - - first: - 43: 4300028 - second: r_ringProxy_01_geo - - first: - 43: 4300030 - second: r_middleProxy_03_geo - - first: - 43: 4300032 - second: r_middleProxy_02_geo - - first: - 43: 4300034 - second: r_middleProxy_01_geo - - first: - 43: 4300036 - second: r_indexProxy_03_geo - - first: - 43: 4300038 - second: r_indexProxy_02_geo - - first: - 43: 4300040 - second: r_indexProxy_01_geo - - first: - 43: 4300042 - second: r_thumbProxy_03_geo - - first: - 43: 4300044 - second: r_thumbProxy_02_geo - - first: - 43: 4300046 - second: r_thumbProxy_01_geo - - first: - 43: 4300048 - second: r_wristProxy_geo - - first: - 43: 4300050 - second: r_erbowProxy_geo - - first: - 43: 4300052 - second: r_shourderProxy_geo - - first: - 43: 4300054 - second: r_clavicleProxy_geo - - first: - 43: 4300056 - second: chestProxy_geo - - first: - 43: 4300058 - second: l_pinkyProxy_03_geo - - first: - 43: 4300060 - second: l_pinkyProxy_02_geo - - first: - 43: 4300062 - second: l_pinkyProxy_01_geo - - first: - 43: 4300064 - second: l_ringProxy_03_geo - - first: - 43: 4300066 - second: l_ringProxy_02_geo - - first: - 43: 4300068 - second: l_ringProxy_01_geo - - first: - 43: 4300070 - second: l_middleProxy_03_geo - - first: - 43: 4300072 - second: l_middleProxy_02_geo - - first: - 43: 4300074 - second: l_middleProxy_01_geo - - first: - 43: 4300076 - second: l_indexProxy_03_geo - - first: - 43: 4300078 - second: l_indexProxy_02_geo - - first: - 43: 4300080 - second: l_indexProxy_01_geo - - first: - 43: 4300082 - second: l_thumbProxy_03_geo - - first: - 43: 4300084 - second: l_thumbProxy_02_geo - - first: - 43: 4300086 - second: l_thumbProxy_01_geo - - first: - 43: 4300088 - second: l_wristProxy_geo - - first: - 43: 4300090 - second: l_erbowProxy_geo - - first: - 43: 4300092 - second: l_shourderProxy_geo - - first: - 43: 4300094 - second: l_clavicleProxy_geo - - first: - 43: 4300096 - second: spineProxy_geo - - first: - 43: 4300098 - second: r_ballProxy_geo - - first: - 43: 4300100 - second: r_ankleProxy_geo - - first: - 43: 4300102 - second: r_kneeProxy_geo - - first: - 43: 4300104 - second: r_hipProxy_geo - - first: - 43: 4300106 - second: pelvisProxy_geo - - first: - 43: 4300108 - second: l_ballProxy_geo - - first: - 43: 4300110 - second: l_ankleProxy_geo - - first: - 43: 4300112 - second: l_kneeProxy_geo - - first: - 43: 4300114 - second: l_hipProxy_geo - - first: - 74: 7400000 - second: HumanoidWalk - - first: - 95: 9500000 - second: //RootNode - externalObjects: {} + serializedVersion: 19 + fileIDToRecycleName: + 100000: Chest + 100002: chestProxy_geo + 100004: //RootNode + 100006: Head + 100008: headProxy_geo + 100010: HeadTop_End + 100012: Hips + 100014: Jaw + 100016: JawEND + 100018: jawProxy_geo + 100020: l_ankleProxy_geo + 100022: l_ballProxy_geo + 100024: l_clavicleProxy_geo + 100026: l_erbowProxy_geo + 100028: l_hipProxy_geo + 100030: l_indexProxy_01_geo + 100032: l_indexProxy_02_geo + 100034: l_indexProxy_03_geo + 100036: l_kneeProxy_geo + 100038: l_middleProxy_01_geo + 100040: l_middleProxy_02_geo + 100042: l_middleProxy_03_geo + 100044: l_pinkyProxy_01_geo + 100046: l_pinkyProxy_02_geo + 100048: l_pinkyProxy_03_geo + 100050: l_ringProxy_01_geo + 100052: l_ringProxy_02_geo + 100054: l_ringProxy_03_geo + 100056: l_shourderProxy_geo + 100058: l_thumbProxy_01_geo + 100060: l_thumbProxy_02_geo + 100062: l_thumbProxy_03_geo + 100064: l_UNI_eye + 100066: l_wristProxy_geo + 100068: LeftArm + 100070: LeftCheek + 100072: LeftEye + 100074: LeftEyelidLower + 100076: LeftEyelidUpper + 100078: LeftFoot + 100080: LeftForeArm + 100082: LeftHand + 100084: LeftHandIndex1 + 100086: LeftHandIndex13 + 100088: LeftHandIndex17 + 100090: LeftHandIndex2 + 100092: LeftHandIndex3 + 100094: LeftHandMiddle1 + 100096: LeftHandMiddle13 + 100098: LeftHandMiddle17 + 100100: LeftHandMiddle2 + 100102: LeftHandMiddle3 + 100104: LeftHandPinky1 + 100106: LeftHandPinky13 + 100108: LeftHandPinky17 + 100110: LeftHandPinky2 + 100112: LeftHandPinky3 + 100114: LeftHandRing1 + 100116: LeftHandRing13 + 100118: LeftHandRing17 + 100120: LeftHandRing2 + 100122: LeftHandRing3 + 100124: LeftHandThumb1 + 100126: LeftHandThumb13 + 100128: LeftHandThumb17 + 100130: LeftHandThumb2 + 100132: LeftHandThumb3 + 100134: LeftInnerBrow + 100136: LeftIOuterBrow + 100138: LeftLeg + 100140: LeftLipCorner + 100142: LeftLipLower + 100144: LeftLipUpper + 100146: LeftNostril + 100148: LeftShoulder + 100150: LeftToes + 100152: LeftUpLeg + 100154: LToeBase_End2 + 100156: LToeBase_End3 + 100158: Neck + 100160: neckProxy_geo + 100162: pelvisProxy_geo + 100164: r_ankleProxy_geo + 100166: r_ballProxy_geo + 100168: r_clavicleProxy_geo + 100170: r_erbowProxy_geo + 100172: r_hipProxy_geo + 100174: r_indexProxy_01_geo + 100176: r_indexProxy_02_geo + 100178: r_indexProxy_03_geo + 100180: r_kneeProxy_geo + 100182: r_middleProxy_01_geo + 100184: r_middleProxy_02_geo + 100186: r_middleProxy_03_geo + 100188: r_pinkyProxy_01_geo + 100190: r_pinkyProxy_02_geo + 100192: r_pinkyProxy_03_geo + 100194: r_ringProxy_01_geo + 100196: r_ringProxy_02_geo + 100198: r_ringProxy_03_geo + 100200: r_shourderProxy_geo + 100202: r_thumbProxy_01_geo + 100204: r_thumbProxy_02_geo + 100206: r_thumbProxy_03_geo + 100208: r_UNI_eye + 100210: r_wristProxy_geo + 100212: Reference + 100214: RightArm + 100216: RightCheek + 100218: RightEye + 100220: RightEyelidLower + 100222: RightEyelidUpper + 100224: RightFoot + 100226: RightForeArm + 100228: RightHand + 100230: RightHandIndex1 + 100232: RightHandIndex2 + 100234: RightHandIndex3 + 100236: RightHandMiddle1 + 100238: RightHandMiddle2 + 100240: RightHandMiddle3 + 100242: RightHandPinky1 + 100244: RightHandPinky2 + 100246: RightHandPinky3 + 100248: RightHandRing1 + 100250: RightHandRing2 + 100252: RightHandRing3 + 100254: RightHandThumb1 + 100256: RightHandThumb2 + 100258: RightHandThumb3 + 100260: RightInnerBrow + 100262: RightIOuterBrow + 100264: RightLeg + 100266: RightLipCorner + 100268: RightLipLower + 100270: RightLipUpper + 100272: RightNostril + 100274: RightShoulder + 100276: RightToes + 100278: RightUpLeg + 100280: Spine + 100282: spineProxy_geo + 100284: TongueBack + 100286: TongueTip + 100288: UNI_01_Lower_teethProxy + 100290: UNI_01_TongueBaseProxy + 100292: UNI_01_TongueTipProxy + 100294: UNI_01_Upper_teethProxy + 400000: Chest + 400002: chestProxy_geo + 400004: //RootNode + 400006: Head + 400008: headProxy_geo + 400010: 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l_middleProxy_01_geo + 2300026: l_middleProxy_02_geo + 2300028: l_middleProxy_03_geo + 2300030: l_pinkyProxy_01_geo + 2300032: l_pinkyProxy_02_geo + 2300034: l_pinkyProxy_03_geo + 2300036: l_ringProxy_01_geo + 2300038: l_ringProxy_02_geo + 2300040: l_ringProxy_03_geo + 2300042: l_shourderProxy_geo + 2300044: l_thumbProxy_01_geo + 2300046: l_thumbProxy_02_geo + 2300048: l_thumbProxy_03_geo + 2300050: l_UNI_eye + 2300052: l_wristProxy_geo + 2300054: neckProxy_geo + 2300056: pelvisProxy_geo + 2300058: r_ankleProxy_geo + 2300060: r_ballProxy_geo + 2300062: r_clavicleProxy_geo + 2300064: r_erbowProxy_geo + 2300066: r_hipProxy_geo + 2300068: r_indexProxy_01_geo + 2300070: r_indexProxy_02_geo + 2300072: r_indexProxy_03_geo + 2300074: r_kneeProxy_geo + 2300076: r_middleProxy_01_geo + 2300078: r_middleProxy_02_geo + 2300080: r_middleProxy_03_geo + 2300082: r_pinkyProxy_01_geo + 2300084: r_pinkyProxy_02_geo + 2300086: r_pinkyProxy_03_geo + 2300088: r_ringProxy_01_geo + 2300090: r_ringProxy_02_geo + 2300092: r_ringProxy_03_geo + 2300094: r_shourderProxy_geo + 2300096: r_thumbProxy_01_geo + 2300098: r_thumbProxy_02_geo + 2300100: r_thumbProxy_03_geo + 2300102: r_UNI_eye + 2300104: r_wristProxy_geo + 2300106: spineProxy_geo + 2300108: UNI_01_Lower_teethProxy + 2300110: UNI_01_TongueBaseProxy + 2300112: UNI_01_TongueTipProxy + 2300114: UNI_01_Upper_teethProxy + 3300000: chestProxy_geo + 3300002: headProxy_geo + 3300004: jawProxy_geo + 3300006: l_ankleProxy_geo + 3300008: l_ballProxy_geo + 3300010: l_clavicleProxy_geo + 3300012: l_erbowProxy_geo + 3300014: l_hipProxy_geo + 3300016: l_indexProxy_01_geo + 3300018: l_indexProxy_02_geo + 3300020: l_indexProxy_03_geo + 3300022: l_kneeProxy_geo + 3300024: l_middleProxy_01_geo + 3300026: l_middleProxy_02_geo + 3300028: l_middleProxy_03_geo + 3300030: l_pinkyProxy_01_geo + 3300032: l_pinkyProxy_02_geo + 3300034: l_pinkyProxy_03_geo + 3300036: l_ringProxy_01_geo + 3300038: l_ringProxy_02_geo + 3300040: l_ringProxy_03_geo + 3300042: l_shourderProxy_geo + 3300044: l_thumbProxy_01_geo + 3300046: l_thumbProxy_02_geo + 3300048: l_thumbProxy_03_geo + 3300050: l_UNI_eye + 3300052: l_wristProxy_geo + 3300054: neckProxy_geo + 3300056: pelvisProxy_geo + 3300058: r_ankleProxy_geo + 3300060: r_ballProxy_geo + 3300062: r_clavicleProxy_geo + 3300064: r_erbowProxy_geo + 3300066: r_hipProxy_geo + 3300068: r_indexProxy_01_geo + 3300070: r_indexProxy_02_geo + 3300072: r_indexProxy_03_geo + 3300074: r_kneeProxy_geo + 3300076: r_middleProxy_01_geo + 3300078: r_middleProxy_02_geo + 3300080: r_middleProxy_03_geo + 3300082: r_pinkyProxy_01_geo + 3300084: r_pinkyProxy_02_geo + 3300086: r_pinkyProxy_03_geo + 3300088: r_ringProxy_01_geo + 3300090: r_ringProxy_02_geo + 3300092: r_ringProxy_03_geo + 3300094: r_shourderProxy_geo + 3300096: r_thumbProxy_01_geo + 3300098: r_thumbProxy_02_geo + 3300100: r_thumbProxy_03_geo + 3300102: r_UNI_eye + 3300104: r_wristProxy_geo + 3300106: spineProxy_geo + 3300108: UNI_01_Lower_teethProxy + 3300110: UNI_01_TongueBaseProxy + 3300112: UNI_01_TongueTipProxy + 3300114: UNI_01_Upper_teethProxy + 4300000: l_UNI_eye + 4300002: r_UNI_eye + 4300004: UNI_01_TongueBaseProxy + 4300006: UNI_01_TongueTipProxy + 4300008: UNI_01_Lower_teethProxy + 4300010: jawProxy_geo + 4300012: headProxy_geo + 4300014: UNI_01_Upper_teethProxy + 4300016: neckProxy_geo + 4300018: r_pinkyProxy_03_geo + 4300020: r_pinkyProxy_02_geo + 4300022: r_pinkyProxy_01_geo + 4300024: r_ringProxy_03_geo + 4300026: r_ringProxy_02_geo + 4300028: r_ringProxy_01_geo + 4300030: r_middleProxy_03_geo + 4300032: r_middleProxy_02_geo + 4300034: r_middleProxy_01_geo + 4300036: r_indexProxy_03_geo + 4300038: r_indexProxy_02_geo + 4300040: r_indexProxy_01_geo + 4300042: r_thumbProxy_03_geo + 4300044: r_thumbProxy_02_geo + 4300046: r_thumbProxy_01_geo + 4300048: r_wristProxy_geo + 4300050: r_erbowProxy_geo + 4300052: r_shourderProxy_geo + 4300054: r_clavicleProxy_geo + 4300056: chestProxy_geo + 4300058: l_pinkyProxy_03_geo + 4300060: l_pinkyProxy_02_geo + 4300062: l_pinkyProxy_01_geo + 4300064: l_ringProxy_03_geo + 4300066: l_ringProxy_02_geo + 4300068: l_ringProxy_01_geo + 4300070: l_middleProxy_03_geo + 4300072: l_middleProxy_02_geo + 4300074: l_middleProxy_01_geo + 4300076: l_indexProxy_03_geo + 4300078: l_indexProxy_02_geo + 4300080: l_indexProxy_01_geo + 4300082: l_thumbProxy_03_geo + 4300084: l_thumbProxy_02_geo + 4300086: l_thumbProxy_01_geo + 4300088: l_wristProxy_geo + 4300090: l_erbowProxy_geo + 4300092: l_shourderProxy_geo + 4300094: l_clavicleProxy_geo + 4300096: spineProxy_geo + 4300098: r_ballProxy_geo + 4300100: r_ankleProxy_geo + 4300102: r_kneeProxy_geo + 4300104: r_hipProxy_geo + 4300106: pelvisProxy_geo + 4300108: l_ballProxy_geo + 4300110: l_ankleProxy_geo + 4300112: l_kneeProxy_geo + 4300114: l_hipProxy_geo + 7400000: HumanoidWalk + 9500000: //RootNode materials: - materialImportMode: 0 + importMaterials: 0 materialName: 1 materialSearch: 2 - materialLocation: 0 animations: legacyGenerateAnimations: 4 bakeSimulation: 0 - resampleCurves: 1 + resampleRotations: 1 optimizeGameObjects: 0 motionNodeName: - rigImportErrors: - rigImportWarnings: animationImportErrors: animationImportWarnings: animationRetargetingWarnings: animationDoRetargetingWarnings: 0 - importAnimatedCustomProperties: 0 - importConstraints: 0 animationCompression: 0 animationRotationError: 0.5 animationPositionError: 0.5 animationScaleError: 0.5 animationWrapMode: 0 extraExposedTransformPaths: [] - extraUserProperties: [] clipAnimations: - serializedVersion: 16 name: HumanoidWalk takeName: _1_a_U1_M_P_WalkForward_NtrlFaceFwd__Fb_p0_No_0_PJ_3 - internalID: 0 firstFrame: 215.2 lastFrame: 244.9 wrapMode: 0 - orientationOffsetY: 3.3 + orientationOffsetY: 2.88 level: 0 cycleOffset: -0 loop: 0 hasAdditiveReferencePose: 0 loopTime: 1 loopBlend: 1 - loopBlendOrientation: 0 + loopBlendOrientation: 1 loopBlendPositionY: 1 loopBlendPositionXZ: 0 keepOriginalOrientation: 0 @@ -1486,24 +530,13 @@ ModelImporter: globalScale: 0.01 meshCompression: 0 addColliders: 0 - useSRGBMaterialColor: 1 - sortHierarchyByName: 1 - importVisibility: 0 importBlendShapes: 0 - importCameras: 0 - importLights: 0 - fileIdsGeneration: 1 swapUVChannels: 0 generateSecondaryUV: 0 useFileUnits: 1 + optimizeMeshForGPU: 1 keepQuads: 0 weldVertices: 1 - preserveHierarchy: 0 - skinWeightsMode: 0 - maxBonesPerVertex: 4 - minBoneWeight: 0.001 - meshOptimizationFlags: -1 - indexFormat: 1 secondaryUVAngleDistortion: 8 secondaryUVAreaDistortion: 15.000001 secondaryUVHardAngle: 88 @@ -1513,14 +546,9 @@ ModelImporter: normalSmoothAngle: 60 normalImportMode: 0 tangentImportMode: 4 - normalCalculationMode: 0 - legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 1 - blendShapeNormalImportMode: 1 - normalSmoothingSource: 0 - referencedClips: [] importAnimation: 1 + copyAvatar: 0 humanDescription: - serializedVersion: 3 human: - boneName: Hips humanName: Hips @@ -1956,385 +984,385 @@ ModelImporter: modified: 0 skeleton: - name: HumanoidWalk(Clone) - parentName: position: {x: 0, y: 0, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: Hips - parentName: position: {x: -0.000000016763806, y: 0.9555335, z: 0.07758622} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: LeftUpLeg - parentName: position: {x: -0.0754495, y: -0.04566402, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: LeftLeg - parentName: position: {x: -0.020550499, y: -0.40912998, z: -0.00071864796} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: LeftFoot - parentName: position: {x: -0.0051529994, y: -0.4231559, z: -0.027648851} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: LeftToes - parentName: position: {x: -0.007487, y: -0.0731673, z: 0.14542712} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 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0, w: 1} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: LeftShoulder - parentName: position: {x: -0.038285997, y: 0.2216225, z: -0.017063085} rotation: {x: -0.030223321, y: -0.07990193, z: 0.14446756, w: 0.9858151} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: LeftArm - parentName: position: {x: -0.10050205, y: 5.684342e-16, z: -3.330669e-18} rotation: {x: 0.008133877, y: 0.0757869, z: -0.1321358, w: 0.98829675} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: LeftForeArm - parentName: position: {x: -0.2540493, y: 5.684342e-16, z: 1.11022296e-17} rotation: {x: 0.2781269, y: 0.03635174, z: -0.015607543, w: 0.9597293} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: LeftHand - parentName: position: {x: -0.24638927, y: 0, z: -1.9984014e-16} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: LeftHandIndex1 - parentName: position: {x: -0.0751258, y: -0.0078414045, z: 0.032652643} rotation: {x: 0.06495643, y: 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position: {x: -0.033964828, y: -0.000000012197929, z: 0.0000000037564827} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: LeftHandPinky1 - parentName: position: {x: -0.06565995, y: -0.007825106, z: -0.032251246} rotation: {x: -0.28387696, y: 0.036568172, z: 0.087664604, w: 0.95414436} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: LeftHandPinky2 - parentName: position: {x: -0.030805448, y: -0.000030874573, z: -0.0014480775} rotation: {x: 0.047048137, y: -0.021200087, z: 0.037495792, w: 0.9979635} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: LeftHandPinky3 - parentName: position: {x: -0.023064027, y: -0.0000064025808, z: 0.000000018332095} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: LeftHandRing1 - parentName: position: {x: -0.07030211, y: -0.0037453093, z: -0.011411792} rotation: {x: -0.10562233, y: 0.056129266, z: 0.08703209, w: 0.988999} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: LeftHandRing2 - parentName: position: {x: -0.043135457, y: -0.000020882308, z: -0.0022351784} rotation: {x: 0.018426064, y: -0.02561071, z: 0.033295766, w: 0.99894744} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: LeftHandRing3 - parentName: position: {x: -0.030835565, y: 7.7103546e-11, z: -0.00000001649327} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: LeftHandThumb1 - parentName: position: {x: -0.014231241, y: -0.012377825, z: 0.025531668} rotation: {x: -0.14225604, y: -0.055378057, z: -0.12830889, w: 0.979915} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: LeftHandThumb2 - parentName: position: {x: -0.016374, y: -0.00529, z: 0.023491409} rotation: {x: -0.02606398, y: 0.096689634, z: 0.003605904, w: 0.9949668} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: LeftHandThumb3 - parentName: position: {x: -0.02546, y: -0.00764, z: 0.020833} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 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second: UNI_01_TongueTipProxy - - first: - 4: 400294 - second: UNI_01_Upper_teethProxy - - first: - 23: 2300000 - second: chestProxy_geo - - first: - 23: 2300002 - second: headProxy_geo - - first: - 23: 2300004 - second: jawProxy_geo - - first: - 23: 2300006 - second: l_ankleProxy_geo - - first: - 23: 2300008 - second: l_ballProxy_geo - - first: - 23: 2300010 - second: l_clavicleProxy_geo - - first: - 23: 2300012 - second: l_erbowProxy_geo - - first: - 23: 2300014 - second: l_hipProxy_geo - - first: - 23: 2300016 - second: l_indexProxy_01_geo - - first: - 23: 2300018 - second: l_indexProxy_02_geo - - first: - 23: 2300020 - second: l_indexProxy_03_geo - - first: - 23: 2300022 - second: l_kneeProxy_geo - - first: - 23: 2300024 - second: l_middleProxy_01_geo - - first: - 23: 2300026 - second: l_middleProxy_02_geo - - first: - 23: 2300028 - second: l_middleProxy_03_geo - - first: - 23: 2300030 - second: l_pinkyProxy_01_geo - - first: - 23: 2300032 - second: l_pinkyProxy_02_geo - - first: - 23: 2300034 - second: l_pinkyProxy_03_geo - - first: - 23: 2300036 - second: l_ringProxy_01_geo - - first: - 23: 2300038 - second: l_ringProxy_02_geo - - first: - 23: 2300040 - second: l_ringProxy_03_geo - - first: - 23: 2300042 - second: l_shourderProxy_geo - - first: - 23: 2300044 - second: l_thumbProxy_01_geo - - first: - 23: 2300046 - second: l_thumbProxy_02_geo - - first: - 23: 2300048 - second: l_thumbProxy_03_geo - - first: - 23: 2300050 - second: l_UNI_eye - - first: - 23: 2300052 - second: l_wristProxy_geo - - first: - 23: 2300054 - second: neckProxy_geo - - first: - 23: 2300056 - second: pelvisProxy_geo - - first: - 23: 2300058 - second: r_ankleProxy_geo - - first: - 23: 2300060 - second: r_ballProxy_geo - - first: - 23: 2300062 - second: r_clavicleProxy_geo - - first: - 23: 2300064 - second: r_erbowProxy_geo - - first: - 23: 2300066 - second: r_hipProxy_geo - - first: - 23: 2300068 - second: r_indexProxy_01_geo - - first: - 23: 2300070 - second: r_indexProxy_02_geo - - first: - 23: 2300072 - second: r_indexProxy_03_geo - - first: - 23: 2300074 - second: r_kneeProxy_geo - - first: - 23: 2300076 - second: r_middleProxy_01_geo - - first: - 23: 2300078 - second: r_middleProxy_02_geo - - first: - 23: 2300080 - second: r_middleProxy_03_geo - - first: - 23: 2300082 - second: r_pinkyProxy_01_geo - - first: - 23: 2300084 - second: r_pinkyProxy_02_geo - - first: - 23: 2300086 - second: r_pinkyProxy_03_geo - - first: - 23: 2300088 - second: r_ringProxy_01_geo - - first: - 23: 2300090 - second: r_ringProxy_02_geo - - first: - 23: 2300092 - second: r_ringProxy_03_geo - - first: - 23: 2300094 - second: r_shourderProxy_geo - - first: - 23: 2300096 - second: r_thumbProxy_01_geo - - first: - 23: 2300098 - second: r_thumbProxy_02_geo - - first: - 23: 2300100 - second: r_thumbProxy_03_geo - - first: - 23: 2300102 - second: r_UNI_eye - - first: - 23: 2300104 - second: r_wristProxy_geo - - first: - 23: 2300106 - second: spineProxy_geo - - first: - 23: 2300108 - second: UNI_01_Lower_teethProxy - - first: - 23: 2300110 - second: UNI_01_TongueBaseProxy - - first: - 23: 2300112 - second: UNI_01_TongueTipProxy - - first: - 23: 2300114 - second: UNI_01_Upper_teethProxy - - first: - 33: 3300000 - second: chestProxy_geo - - first: - 33: 3300002 - second: headProxy_geo - - first: - 33: 3300004 - second: jawProxy_geo - - first: - 33: 3300006 - second: l_ankleProxy_geo - - first: - 33: 3300008 - second: l_ballProxy_geo - - first: - 33: 3300010 - second: l_clavicleProxy_geo - - first: - 33: 3300012 - second: l_erbowProxy_geo - - first: - 33: 3300014 - second: l_hipProxy_geo - - first: - 33: 3300016 - second: l_indexProxy_01_geo - - first: - 33: 3300018 - second: l_indexProxy_02_geo - - first: - 33: 3300020 - second: l_indexProxy_03_geo - - first: - 33: 3300022 - second: l_kneeProxy_geo - - first: - 33: 3300024 - second: l_middleProxy_01_geo - - first: - 33: 3300026 - second: l_middleProxy_02_geo - - first: - 33: 3300028 - second: l_middleProxy_03_geo - - first: - 33: 3300030 - second: l_pinkyProxy_01_geo - - first: - 33: 3300032 - second: l_pinkyProxy_02_geo - - first: - 33: 3300034 - second: l_pinkyProxy_03_geo - - first: - 33: 3300036 - second: l_ringProxy_01_geo - - first: - 33: 3300038 - second: l_ringProxy_02_geo - - first: - 33: 3300040 - second: l_ringProxy_03_geo - - first: - 33: 3300042 - second: l_shourderProxy_geo - - first: - 33: 3300044 - second: l_thumbProxy_01_geo - - first: - 33: 3300046 - second: l_thumbProxy_02_geo - - first: - 33: 3300048 - second: l_thumbProxy_03_geo - - first: - 33: 3300050 - second: l_UNI_eye - - first: - 33: 3300052 - second: l_wristProxy_geo - - first: - 33: 3300054 - second: neckProxy_geo - - first: - 33: 3300056 - second: pelvisProxy_geo - - first: - 33: 3300058 - second: r_ankleProxy_geo - - first: - 33: 3300060 - second: r_ballProxy_geo - - first: - 33: 3300062 - second: r_clavicleProxy_geo - - first: - 33: 3300064 - second: r_erbowProxy_geo - - first: - 33: 3300066 - second: r_hipProxy_geo - - first: - 33: 3300068 - second: r_indexProxy_01_geo - - first: - 33: 3300070 - second: r_indexProxy_02_geo - - first: - 33: 3300072 - second: r_indexProxy_03_geo - - first: - 33: 3300074 - second: r_kneeProxy_geo - - first: - 33: 3300076 - second: r_middleProxy_01_geo - - first: - 33: 3300078 - second: r_middleProxy_02_geo - - first: - 33: 3300080 - second: r_middleProxy_03_geo - - first: - 33: 3300082 - second: r_pinkyProxy_01_geo - - first: - 33: 3300084 - second: r_pinkyProxy_02_geo - - first: - 33: 3300086 - second: r_pinkyProxy_03_geo - - first: - 33: 3300088 - second: r_ringProxy_01_geo - - first: - 33: 3300090 - second: r_ringProxy_02_geo - - first: - 33: 3300092 - second: r_ringProxy_03_geo - - first: - 33: 3300094 - second: r_shourderProxy_geo - - first: - 33: 3300096 - second: r_thumbProxy_01_geo - - first: - 33: 3300098 - second: r_thumbProxy_02_geo - - first: - 33: 3300100 - second: r_thumbProxy_03_geo - - first: - 33: 3300102 - second: r_UNI_eye - - first: - 33: 3300104 - second: r_wristProxy_geo - - first: - 33: 3300106 - second: spineProxy_geo - - first: - 33: 3300108 - second: UNI_01_Lower_teethProxy - - first: - 33: 3300110 - second: UNI_01_TongueBaseProxy - - first: - 33: 3300112 - second: UNI_01_TongueTipProxy - - first: - 33: 3300114 - second: UNI_01_Upper_teethProxy - - first: - 43: 4300000 - second: l_UNI_eye - - first: - 43: 4300002 - second: r_UNI_eye - - first: - 43: 4300004 - second: UNI_01_TongueBaseProxy - - first: - 43: 4300006 - second: UNI_01_TongueTipProxy - - first: - 43: 4300008 - second: UNI_01_Lower_teethProxy - - first: - 43: 4300010 - second: jawProxy_geo - - first: - 43: 4300012 - second: headProxy_geo - - first: - 43: 4300014 - second: UNI_01_Upper_teethProxy - - first: - 43: 4300016 - second: neckProxy_geo - - first: - 43: 4300018 - second: r_pinkyProxy_03_geo - - first: - 43: 4300020 - second: r_pinkyProxy_02_geo - - first: - 43: 4300022 - second: r_pinkyProxy_01_geo - - first: - 43: 4300024 - second: r_ringProxy_03_geo - - first: - 43: 4300026 - second: r_ringProxy_02_geo - - first: - 43: 4300028 - second: r_ringProxy_01_geo - - first: - 43: 4300030 - second: r_middleProxy_03_geo - - first: - 43: 4300032 - second: r_middleProxy_02_geo - - first: - 43: 4300034 - second: r_middleProxy_01_geo - - first: - 43: 4300036 - second: r_indexProxy_03_geo - - first: - 43: 4300038 - second: r_indexProxy_02_geo - - first: - 43: 4300040 - second: r_indexProxy_01_geo - - first: - 43: 4300042 - second: r_thumbProxy_03_geo - - first: - 43: 4300044 - second: r_thumbProxy_02_geo - - first: - 43: 4300046 - second: r_thumbProxy_01_geo - - first: - 43: 4300048 - second: r_wristProxy_geo - - first: - 43: 4300050 - second: r_erbowProxy_geo - - first: - 43: 4300052 - second: r_shourderProxy_geo - - first: - 43: 4300054 - second: r_clavicleProxy_geo - - first: - 43: 4300056 - second: chestProxy_geo - - first: - 43: 4300058 - second: l_pinkyProxy_03_geo - - first: - 43: 4300060 - second: l_pinkyProxy_02_geo - - first: - 43: 4300062 - second: l_pinkyProxy_01_geo - - first: - 43: 4300064 - second: l_ringProxy_03_geo - - first: - 43: 4300066 - second: l_ringProxy_02_geo - - first: - 43: 4300068 - second: l_ringProxy_01_geo - - first: - 43: 4300070 - second: l_middleProxy_03_geo - - first: - 43: 4300072 - second: l_middleProxy_02_geo - - first: - 43: 4300074 - second: l_middleProxy_01_geo - - first: - 43: 4300076 - second: l_indexProxy_03_geo - - first: - 43: 4300078 - second: l_indexProxy_02_geo - - first: - 43: 4300080 - second: l_indexProxy_01_geo - - first: - 43: 4300082 - second: l_thumbProxy_03_geo - - first: - 43: 4300084 - second: l_thumbProxy_02_geo - - first: - 43: 4300086 - second: l_thumbProxy_01_geo - - first: - 43: 4300088 - second: l_wristProxy_geo - - first: - 43: 4300090 - second: l_erbowProxy_geo - - first: - 43: 4300092 - second: l_shourderProxy_geo - - first: - 43: 4300094 - second: l_clavicleProxy_geo - - first: - 43: 4300096 - second: spineProxy_geo - - first: - 43: 4300098 - second: r_ballProxy_geo - - first: - 43: 4300100 - second: r_ankleProxy_geo - - first: - 43: 4300102 - second: r_kneeProxy_geo - - first: - 43: 4300104 - second: r_hipProxy_geo - - first: - 43: 4300106 - second: pelvisProxy_geo - - first: - 43: 4300108 - second: l_ballProxy_geo - - first: - 43: 4300110 - second: l_ankleProxy_geo - - first: - 43: 4300112 - second: l_kneeProxy_geo - - first: - 43: 4300114 - second: l_hipProxy_geo - - first: - 74: 7400000 - second: HumanoidWalkRight - - first: - 74: 7400002 - second: HumanoidWalkLeft - - first: - 95: 9500000 - second: //RootNode - externalObjects: {} + serializedVersion: 18 + fileIDToRecycleName: + 100000: Chest + 100002: chestProxy_geo + 100004: //RootNode + 100006: Head + 100008: headProxy_geo + 100010: HeadTop_End + 100012: Hips + 100014: Jaw + 100016: JawEND + 100018: jawProxy_geo + 100020: l_ankleProxy_geo + 100022: l_ballProxy_geo + 100024: l_clavicleProxy_geo + 100026: l_erbowProxy_geo + 100028: l_hipProxy_geo + 100030: l_indexProxy_01_geo + 100032: l_indexProxy_02_geo + 100034: l_indexProxy_03_geo + 100036: l_kneeProxy_geo + 100038: l_middleProxy_01_geo + 100040: l_middleProxy_02_geo + 100042: l_middleProxy_03_geo + 100044: l_pinkyProxy_01_geo + 100046: l_pinkyProxy_02_geo + 100048: l_pinkyProxy_03_geo + 100050: l_ringProxy_01_geo + 100052: l_ringProxy_02_geo + 100054: l_ringProxy_03_geo + 100056: l_shourderProxy_geo + 100058: l_thumbProxy_01_geo + 100060: l_thumbProxy_02_geo + 100062: l_thumbProxy_03_geo + 100064: l_UNI_eye + 100066: l_wristProxy_geo + 100068: LeftArm + 100070: LeftCheek + 100072: LeftEye + 100074: LeftEyelidLower + 100076: LeftEyelidUpper + 100078: LeftFoot + 100080: LeftForeArm + 100082: LeftHand + 100084: LeftHandIndex1 + 100086: LeftHandIndex13 + 100088: LeftHandIndex17 + 100090: LeftHandIndex2 + 100092: LeftHandIndex3 + 100094: LeftHandMiddle1 + 100096: LeftHandMiddle13 + 100098: LeftHandMiddle17 + 100100: LeftHandMiddle2 + 100102: LeftHandMiddle3 + 100104: LeftHandPinky1 + 100106: LeftHandPinky13 + 100108: LeftHandPinky17 + 100110: LeftHandPinky2 + 100112: LeftHandPinky3 + 100114: LeftHandRing1 + 100116: LeftHandRing13 + 100118: LeftHandRing17 + 100120: LeftHandRing2 + 100122: LeftHandRing3 + 100124: LeftHandThumb1 + 100126: LeftHandThumb13 + 100128: LeftHandThumb17 + 100130: LeftHandThumb2 + 100132: LeftHandThumb3 + 100134: LeftInnerBrow + 100136: LeftIOuterBrow + 100138: LeftLeg + 100140: LeftLipCorner + 100142: LeftLipLower + 100144: LeftLipUpper + 100146: LeftNostril + 100148: LeftShoulder + 100150: LeftToes + 100152: LeftUpLeg + 100154: LToeBase_End2 + 100156: LToeBase_End3 + 100158: Neck + 100160: neckProxy_geo + 100162: pelvisProxy_geo + 100164: r_ankleProxy_geo + 100166: r_ballProxy_geo + 100168: r_clavicleProxy_geo + 100170: r_erbowProxy_geo + 100172: r_hipProxy_geo + 100174: r_indexProxy_01_geo + 100176: r_indexProxy_02_geo + 100178: r_indexProxy_03_geo + 100180: r_kneeProxy_geo + 100182: r_middleProxy_01_geo + 100184: r_middleProxy_02_geo + 100186: r_middleProxy_03_geo + 100188: r_pinkyProxy_01_geo + 100190: r_pinkyProxy_02_geo + 100192: r_pinkyProxy_03_geo + 100194: r_ringProxy_01_geo + 100196: r_ringProxy_02_geo + 100198: r_ringProxy_03_geo + 100200: r_shourderProxy_geo + 100202: r_thumbProxy_01_geo + 100204: r_thumbProxy_02_geo + 100206: r_thumbProxy_03_geo + 100208: r_UNI_eye + 100210: r_wristProxy_geo + 100212: Reference + 100214: RightArm + 100216: RightCheek + 100218: RightEye + 100220: RightEyelidLower + 100222: RightEyelidUpper + 100224: RightFoot + 100226: RightForeArm + 100228: RightHand + 100230: RightHandIndex1 + 100232: RightHandIndex2 + 100234: RightHandIndex3 + 100236: RightHandMiddle1 + 100238: RightHandMiddle2 + 100240: RightHandMiddle3 + 100242: RightHandPinky1 + 100244: RightHandPinky2 + 100246: RightHandPinky3 + 100248: RightHandRing1 + 100250: RightHandRing2 + 100252: RightHandRing3 + 100254: RightHandThumb1 + 100256: RightHandThumb2 + 100258: RightHandThumb3 + 100260: RightInnerBrow + 100262: RightIOuterBrow + 100264: RightLeg + 100266: RightLipCorner + 100268: RightLipLower + 100270: RightLipUpper + 100272: RightNostril + 100274: RightShoulder + 100276: RightToes + 100278: RightUpLeg + 100280: Spine + 100282: spineProxy_geo + 100284: TongueBack + 100286: TongueTip + 100288: UNI_01_Lower_teethProxy + 100290: UNI_01_TongueBaseProxy + 100292: UNI_01_TongueTipProxy + 100294: UNI_01_Upper_teethProxy + 400000: Chest + 400002: chestProxy_geo + 400004: //RootNode + 400006: Head + 400008: headProxy_geo + 400010: HeadTop_End + 400012: Hips + 400014: Jaw + 400016: JawEND + 400018: jawProxy_geo + 400020: l_ankleProxy_geo + 400022: l_ballProxy_geo + 400024: l_clavicleProxy_geo + 400026: l_erbowProxy_geo + 400028: l_hipProxy_geo + 400030: l_indexProxy_01_geo + 400032: l_indexProxy_02_geo + 400034: l_indexProxy_03_geo + 400036: l_kneeProxy_geo + 400038: l_middleProxy_01_geo + 400040: l_middleProxy_02_geo + 400042: l_middleProxy_03_geo + 400044: l_pinkyProxy_01_geo + 400046: l_pinkyProxy_02_geo + 400048: l_pinkyProxy_03_geo + 400050: l_ringProxy_01_geo + 400052: l_ringProxy_02_geo + 400054: l_ringProxy_03_geo + 400056: l_shourderProxy_geo + 400058: l_thumbProxy_01_geo + 400060: l_thumbProxy_02_geo + 400062: l_thumbProxy_03_geo + 400064: l_UNI_eye + 400066: l_wristProxy_geo + 400068: LeftArm + 400070: LeftCheek + 400072: LeftEye + 400074: LeftEyelidLower + 400076: LeftEyelidUpper + 400078: LeftFoot + 400080: LeftForeArm + 400082: LeftHand + 400084: LeftHandIndex1 + 400086: LeftHandIndex13 + 400088: LeftHandIndex17 + 400090: LeftHandIndex2 + 400092: LeftHandIndex3 + 400094: LeftHandMiddle1 + 400096: LeftHandMiddle13 + 400098: LeftHandMiddle17 + 400100: LeftHandMiddle2 + 400102: LeftHandMiddle3 + 400104: LeftHandPinky1 + 400106: LeftHandPinky13 + 400108: LeftHandPinky17 + 400110: LeftHandPinky2 + 400112: LeftHandPinky3 + 400114: LeftHandRing1 + 400116: LeftHandRing13 + 400118: LeftHandRing17 + 400120: LeftHandRing2 + 400122: LeftHandRing3 + 400124: LeftHandThumb1 + 400126: LeftHandThumb13 + 400128: LeftHandThumb17 + 400130: LeftHandThumb2 + 400132: LeftHandThumb3 + 400134: LeftInnerBrow + 400136: LeftIOuterBrow + 400138: LeftLeg + 400140: LeftLipCorner + 400142: LeftLipLower + 400144: LeftLipUpper + 400146: LeftNostril + 400148: LeftShoulder + 400150: LeftToes + 400152: LeftUpLeg + 400154: LToeBase_End2 + 400156: LToeBase_End3 + 400158: Neck + 400160: neckProxy_geo + 400162: pelvisProxy_geo + 400164: r_ankleProxy_geo + 400166: r_ballProxy_geo + 400168: r_clavicleProxy_geo + 400170: r_erbowProxy_geo + 400172: r_hipProxy_geo + 400174: r_indexProxy_01_geo + 400176: r_indexProxy_02_geo + 400178: r_indexProxy_03_geo + 400180: r_kneeProxy_geo + 400182: r_middleProxy_01_geo + 400184: r_middleProxy_02_geo + 400186: r_middleProxy_03_geo + 400188: r_pinkyProxy_01_geo + 400190: r_pinkyProxy_02_geo + 400192: r_pinkyProxy_03_geo + 400194: r_ringProxy_01_geo + 400196: r_ringProxy_02_geo + 400198: r_ringProxy_03_geo + 400200: r_shourderProxy_geo + 400202: r_thumbProxy_01_geo + 400204: r_thumbProxy_02_geo + 400206: r_thumbProxy_03_geo + 400208: r_UNI_eye + 400210: r_wristProxy_geo + 400212: Reference + 400214: RightArm + 400216: RightCheek + 400218: RightEye + 400220: RightEyelidLower + 400222: RightEyelidUpper + 400224: RightFoot + 400226: RightForeArm + 400228: RightHand + 400230: RightHandIndex1 + 400232: RightHandIndex2 + 400234: RightHandIndex3 + 400236: RightHandMiddle1 + 400238: RightHandMiddle2 + 400240: RightHandMiddle3 + 400242: RightHandPinky1 + 400244: RightHandPinky2 + 400246: RightHandPinky3 + 400248: RightHandRing1 + 400250: RightHandRing2 + 400252: RightHandRing3 + 400254: RightHandThumb1 + 400256: RightHandThumb2 + 400258: RightHandThumb3 + 400260: RightInnerBrow + 400262: RightIOuterBrow + 400264: RightLeg + 400266: RightLipCorner + 400268: RightLipLower + 400270: RightLipUpper + 400272: RightNostril + 400274: RightShoulder + 400276: RightToes + 400278: RightUpLeg + 400280: Spine + 400282: spineProxy_geo + 400284: TongueBack + 400286: TongueTip + 400288: UNI_01_Lower_teethProxy + 400290: UNI_01_TongueBaseProxy + 400292: UNI_01_TongueTipProxy + 400294: UNI_01_Upper_teethProxy + 2300000: chestProxy_geo + 2300002: headProxy_geo + 2300004: jawProxy_geo + 2300006: l_ankleProxy_geo + 2300008: l_ballProxy_geo + 2300010: l_clavicleProxy_geo + 2300012: l_erbowProxy_geo + 2300014: l_hipProxy_geo + 2300016: l_indexProxy_01_geo + 2300018: l_indexProxy_02_geo + 2300020: l_indexProxy_03_geo + 2300022: l_kneeProxy_geo + 2300024: l_middleProxy_01_geo + 2300026: l_middleProxy_02_geo + 2300028: l_middleProxy_03_geo + 2300030: l_pinkyProxy_01_geo + 2300032: l_pinkyProxy_02_geo + 2300034: l_pinkyProxy_03_geo + 2300036: l_ringProxy_01_geo + 2300038: l_ringProxy_02_geo + 2300040: l_ringProxy_03_geo + 2300042: l_shourderProxy_geo + 2300044: l_thumbProxy_01_geo + 2300046: l_thumbProxy_02_geo + 2300048: l_thumbProxy_03_geo + 2300050: l_UNI_eye + 2300052: l_wristProxy_geo + 2300054: neckProxy_geo + 2300056: pelvisProxy_geo + 2300058: r_ankleProxy_geo + 2300060: r_ballProxy_geo + 2300062: r_clavicleProxy_geo + 2300064: r_erbowProxy_geo + 2300066: r_hipProxy_geo + 2300068: r_indexProxy_01_geo + 2300070: r_indexProxy_02_geo + 2300072: r_indexProxy_03_geo + 2300074: r_kneeProxy_geo + 2300076: r_middleProxy_01_geo + 2300078: r_middleProxy_02_geo + 2300080: r_middleProxy_03_geo + 2300082: r_pinkyProxy_01_geo + 2300084: r_pinkyProxy_02_geo + 2300086: r_pinkyProxy_03_geo + 2300088: r_ringProxy_01_geo + 2300090: r_ringProxy_02_geo + 2300092: r_ringProxy_03_geo + 2300094: r_shourderProxy_geo + 2300096: r_thumbProxy_01_geo + 2300098: r_thumbProxy_02_geo + 2300100: r_thumbProxy_03_geo + 2300102: r_UNI_eye + 2300104: r_wristProxy_geo + 2300106: spineProxy_geo + 2300108: UNI_01_Lower_teethProxy + 2300110: UNI_01_TongueBaseProxy + 2300112: UNI_01_TongueTipProxy + 2300114: UNI_01_Upper_teethProxy + 3300000: chestProxy_geo + 3300002: headProxy_geo + 3300004: jawProxy_geo + 3300006: 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3300004: jawProxy_geo + 3300006: l_ankleProxy_geo + 3300008: l_ballProxy_geo + 3300010: l_clavicleProxy_geo + 3300012: l_erbowProxy_geo + 3300014: l_hipProxy_geo + 3300016: l_indexProxy_01_geo + 3300018: l_indexProxy_02_geo + 3300020: l_indexProxy_03_geo + 3300022: l_kneeProxy_geo + 3300024: l_middleProxy_01_geo + 3300026: l_middleProxy_02_geo + 3300028: l_middleProxy_03_geo + 3300030: l_pinkyProxy_01_geo + 3300032: l_pinkyProxy_02_geo + 3300034: l_pinkyProxy_03_geo + 3300036: l_ringProxy_01_geo + 3300038: l_ringProxy_02_geo + 3300040: l_ringProxy_03_geo + 3300042: l_shourderProxy_geo + 3300044: l_thumbProxy_01_geo + 3300046: l_thumbProxy_02_geo + 3300048: l_thumbProxy_03_geo + 3300050: l_UNI_eye + 3300052: l_wristProxy_geo + 3300054: neckProxy_geo + 3300056: pelvisProxy_geo + 3300058: r_ankleProxy_geo + 3300060: r_ballProxy_geo + 3300062: r_clavicleProxy_geo + 3300064: r_erbowProxy_geo + 3300066: r_hipProxy_geo + 3300068: r_indexProxy_01_geo + 3300070: r_indexProxy_02_geo + 3300072: 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+ 4300088: l_wristProxy_geo + 4300090: l_erbowProxy_geo + 4300092: l_shourderProxy_geo + 4300094: l_clavicleProxy_geo + 4300096: spineProxy_geo + 4300098: r_ballProxy_geo + 4300100: r_ankleProxy_geo + 4300102: r_kneeProxy_geo + 4300104: r_hipProxy_geo + 4300106: pelvisProxy_geo + 4300108: l_ballProxy_geo + 4300110: l_ankleProxy_geo + 4300112: l_kneeProxy_geo + 4300114: l_hipProxy_geo + 7400000: HumanoidWalkLeftSharp + 7400002: HumanoidWalkRightSharp + 9500000: //RootNode materials: - materialImportMode: 0 + importMaterials: 0 materialName: 1 materialSearch: 2 - materialLocation: 0 animations: legacyGenerateAnimations: 4 bakeSimulation: 0 - resampleCurves: 1 optimizeGameObjects: 0 motionNodeName: - rigImportErrors: - rigImportWarnings: - animationImportErrors: - animationImportWarnings: - animationRetargetingWarnings: - animationDoRetargetingWarnings: 0 - importAnimatedCustomProperties: 0 - importConstraints: 0 + pivotNodeName: animationCompression: 0 - animationRotationError: 0.5 - animationPositionError: 0.5 - animationScaleError: 0.5 + animationRotationError: .5 + animationPositionError: .5 + animationScaleError: .5 animationWrapMode: 0 extraExposedTransformPaths: [] - extraUserProperties: [] clipAnimations: - serializedVersion: 16 name: HumanoidWalkRightSharp takeName: _8_a_U1_M_P_WalkForwardTurnRight_NtrlShort__Fb_Dia1m_No_0_PJ_4 - internalID: 0 - firstFrame: 53.3 + firstFrame: 53.2999992 lastFrame: 84 wrapMode: 0 orientationOffsetY: 0 level: 0 cycleOffset: 0 loop: 0 - hasAdditiveReferencePose: 0 loopTime: 1 loopBlend: 1 loopBlendOrientation: 0 @@ -1482,19 +519,16 @@ ModelImporter: transformMask: [] maskType: 0 maskSource: {instanceID: 0} - additiveReferencePoseFrame: 0 - serializedVersion: 16 name: HumanoidWalkLeftSharp takeName: _8_a_U1_M_P_WalkForwardTurnRight_NtrlShort__Fb_Dia1m_No_0_PJ_4 - internalID: 0 - firstFrame: 53.3 + firstFrame: 53.2999992 lastFrame: 84 wrapMode: 0 orientationOffsetY: 0 level: 0 - cycleOffset: 0.5 + cycleOffset: .5 loop: 0 - hasAdditiveReferencePose: 0 loopTime: 1 loopBlend: 1 loopBlendOrientation: 0 @@ -1511,31 +545,18 @@ ModelImporter: transformMask: [] maskType: 0 maskSource: {instanceID: 0} - additiveReferencePoseFrame: 0 isReadable: 1 meshes: lODScreenPercentages: [] - globalScale: 0.01 + globalScale: .00999999978 meshCompression: 0 addColliders: 0 - useSRGBMaterialColor: 1 - sortHierarchyByName: 1 - importVisibility: 0 importBlendShapes: 0 - importCameras: 0 - importLights: 0 - fileIdsGeneration: 1 swapUVChannels: 0 generateSecondaryUV: 0 useFileUnits: 1 - keepQuads: 0 + optimizeMeshForGPU: 1 weldVertices: 1 - preserveHierarchy: 0 - skinWeightsMode: 0 - maxBonesPerVertex: 4 - minBoneWeight: 0.001 - meshOptimizationFlags: -1 - indexFormat: 1 secondaryUVAngleDistortion: 8 secondaryUVAreaDistortion: 15.000001 secondaryUVHardAngle: 88 @@ -1543,16 +564,12 @@ ModelImporter: useFileScale: 0 tangentSpace: normalSmoothAngle: 60 + splitTangentsAcrossUV: 1 normalImportMode: 0 - tangentImportMode: 4 - 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LeftLeg - parentName: - position: {x: -0.020550499, y: -0.40912998, z: -0.00071864796} + position: {x: -.0205504987, y: -.409129977, z: -.000718647963} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: LeftFoot - parentName: - position: {x: -0.0051529994, y: -0.4231559, z: -0.027648851} + position: {x: -.00515299942, y: -.423155904, z: -.0276488513} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: LeftToes - parentName: - position: {x: -0.007487, y: -0.0731673, z: 0.14542712} + position: {x: -.00748699997, y: -.0731673017, z: .145427123} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: RightUpLeg - parentName: - position: {x: 0.075449534, y: -0.04566399, z: 0} + position: {x: .0754495338, y: -.0456639901, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} + transformModified: 1 - name: RightLeg - parentName: - position: {x: 0.020550467, y: 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a/Assets/ThirdParty/Rewired/Documentation/Html/Actions.html +++ /dev/null @@ -1,207 +0,0 @@ - - - - - -Rewired Documentation | Actions - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - -
- - - -
- - - - - - - -
- - -

- Actions - -

- - - -

An Action can represent any type of event that should take place as a result of input. Generally, Actions are named for the in-game action they represent, such as: Move Horizontal, Jump, Fire, Reload, Change Weapon, Punch, etc. Actions can also represent system actions such as Menu, Save, Load, Cancel, Back, Forward, etc. How you name and use Actions is entirely up to your game's needs.

-

Getting Input

-

Actions are generally how you get input in Rewired. Instead of getting input from a specific button on a specific controller which may change if the user switches controllers, you get input from the Action through the Player class. For example:

-
-private Rewired.Player player;
-
-void Awake() {
-    player = Rewired.ReInput.players.GetPlayer(0); // get the player by id
-}
-
-void Update() {
-    player.GetButtonDown("Fire");
-}
-

This way, you don't have to worry about what type or how many controllers the player is using -- you simply get your input based on the Action.

-

You can also get input based on the Action id instead. The Action id is displayed in the Rewired Editor under Actions. You can export a list of Action Id constants which adds the convenience of letting you use your IDE's auto-complete to find Actions when coding. Looking up Actions by id is significantly faster than by name and is the recommended method.

-

Additionally, you have the option of using input events instead of polling for input as shown in the above example. See How To's - Getting Input for more information.

-

Buttons and Axes

-

An Action is neither a button nor an axis. An Action is a virtual element - that can be queried as both a button (boolean value) and an axis (floating - point value). All Player Button and Axis methods work regardless of what type or how many - underlying elements make up the value of the Action.

-

When querying an Action's Button value, if the underlying element bound to the Action is a physical or virtual axis, the Action's Input Behavior Button Dead Zone is used to determine at what axis value the Button state change occurs. In addition, an underlying axis will only trigger a Button state change based on a positive axis value. If the axis has a negative value, this value is ignored for the purposes of the Button state, but instead contributes to a Negative Button state. See this form more information.

-

When querying an Action's Axis value, if the underlying element bound to the Action is a physical or virtual button, the Action's Input Behavior Digital Axis Settings are used to determine how the axis value is calculated.

-

Creating/Editing Actions

-

You must create and edit Actions in the Rewired Editor. See Rewired Editor - Actions for more information.

-

Action Categories

-

Actions can be categorized into different lists through the use of Action Categories.

-

Action Categories are only for organizational purposes in the Rewired Editor or in lists of Actions for displaying in a UI (a control remapping screen, for example). They have no impact whatsoever on what controls are mapped in a Player and do not affect input in any way.

-

Rewired’s Purpose and Responsibilities

-

It is common for Rewired's Action system to be used in an unintended manner as an integral part of or in place of a separate game state management system. This is not what Rewired was designed for and not how it is intended to be used. -

-
    -
  • Rewired’s sole purpose is to read user input.
  • -
  • All “Actions” in Rewired are actually “Input Actions” and should not be used for any other purpose than to get information about the user’s intent. They should not be confused with or used as game states or actions.
  • -
  • The Action “Jump” does not designate “Player is jumping,” but rather “The user wants to jump.”
  • -
  • The game should implement permission and state management systems that evaluate user input and then change states. After that point, what happens is outside the responsibility of the input system.
  • -
-

-

 

- - - -
- -
- -
-
- - - - diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/Actions.html.meta b/Assets/ThirdParty/Rewired/Documentation/Html/Actions.html.meta deleted file mode 100644 index 9a87ff4eb..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/Actions.html.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: f1bd19dc0db8c9b4fa1f1d926aa085fa -TextScriptImporter: - userData: diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/BasicUsage.html b/Assets/ThirdParty/Rewired/Documentation/Html/BasicUsage.html deleted file mode 100644 index 6914263c2..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/BasicUsage.html +++ /dev/null @@ -1,191 +0,0 @@ - - - - - -Rewired Documentation | Basic Usage - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - -
- - - -
- - - - - - - -
- - -

- Basic Usage - -

- - - -

Accessing Rewired in Scripts

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To access Rewired classes from a script, add the following line to the top of the script so you don't have to type the Rewired namespace each time:

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C#:

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using Rewired;
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Javascript (add below any #pragma statements):

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import Rewired;
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Boo:

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import Rewired
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The Most Important Classes

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Rewired.ReInput - The primary static input class. Access Players, Controllers, and much more.

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Rewired.Player - Access input through Player.

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For more important classes, see How To's - Important Classes

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See the API Reference for a complete list of classes.

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"Id" is NOT an "Index"

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Anywhere the term Id is used in the API is a UNIQUE ID, not an Index, and cannot be used to iterate over items or get the first Joystick.

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Debugging and Troubleshooting

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The single most important tool for debugging and troubleshooting is Debug Information.

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Input Manager:

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  • Create the Rewired Input Manager as a prefab and Rewired Initializer to manage instantiation of the Rewired Input Manager prefabin all your scenes.
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Controller Mapping:

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Controller Assignment:

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  • Always provide some means for your users to change controller assignments. It is especially important if you are making a multi-player game. You cannot know what devices, physical or virtual, will be present on a user's system, appear as Joysticks to Rewired, and be assigned to a Player. Device emulation software (VJoy, DS4Win, SCPToolkit, etc.) and certain device drivers can and frequently do cause problems by creating extra, non-functional virtual devices. Allowing the user to make their own controller assignments solves this issue as well as making it possible for users to swap controllers, etc. You can either include Control Mapper directly in your game or create your own system.
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  • If your game is 1-Player: Set Max Joysticks Per Player to 100 so all controllers attached to the system may be used by the player.
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Windows Standalone Platform:

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  • Always enable Use Windows Gaming Input + Use XInput. Windows Gaming Input provides universal comaptibility with all XInput-compatible controllers such as Xbox controllers and clones. It also provides support for vibration including trigger vibration, independent trigger values, and support for more than 4 controllers at once with all special features. Also enabling Use XInput allows for falling back to XInput on older systems that do not support Windows Gaming Input. The only exception to this rule would be if your game requires support for more than 4 XBox controllers at once (XInput has a limit of 4), in which case, Use XInput can be disabled to allow Raw Input to be used as the fallback in case Windows Gaming Input is not available on the system to be able to support more than 4 XBox controllers at once, albeit with caveats.
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Steam:

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- Component Controls -

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General Information

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Controllers

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Controls

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Other Controls

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General Information

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Requirements

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Overview

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Component controls are MonoBehaviour based controls that can be configured using the Unity inspector. Touch controls and tilt controls are two examples of component controls. Component controls are most commonly used to provide input values to a Custom Controller which has been configured beforehand in the Rewired Editor.

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Component controls consist of two component types:

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  1. Component Controller - Manages a set of controls.
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  3. Component Control - Individual buttons, joysticks, touch pads, tilt control, etc.
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Each Component Control must always be the child of a Component Controller in the Unity scene Hierarchy. The Component Controller is responsible for collecting input data from its individual child controls, and in most cases, sending that data to a Custom Controller. The hierarchy of a an example Component Controller with its child controls would look like this:

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Touch Controller hierarchy
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In the example above, the Touch Controller component points to a Rewired.CustomController class object which will receive the data from the touch joystick, the two touch buttons, and a tilt control. Each control will get the user input and send that data back to the Touch Controller component, which will feed it into the target Custom Controller elements pointed to in the inspector. The input will be piped into the Rewired Player-Action system and the Player who is assigned the Custom Controller will receive the input. The game-side code for getting input remains unchanged regardless of whether the input is coming from a physical joystick, keyboard, mouse, touch controller, tilt control, etc.

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You will notice the Tilt Control in the list above parented underneath a Touch Controller component. Even though a Tilt Control isn't a touch control, it can still be parented underneath a Touch Controller component and it will work because Touch Controller inherits from Custom Controller component and fulfills all requirements of the Tilt Control. You could just as easily parent the Tilt Control underneath a Custom Controller component instead, for example, if you aren't using any touch controls.

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For Touch Controls, however, the Touch Controller component must be used instead of the Custom Controller component.

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The most common use of Component Controls is on-screen Touch Controls for mobile games. Rewired includes touch controls which you can customize and use directly in your games. See Touch Controls for more information.

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Controllers

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Custom Controller

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The Custom Controller component is responsible for sending user input data received from its child Component Controls into the Rewired.CustomController.

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The Custom Controller component is essentially a component wrapper for the Rewired.CustomController class. The Custom Controller component cannot function without an underlying target Rewired.CustomController. This component's inspector allows you to set options which will tell it which Rewired.CustomController to point to.

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The first thing you should do is link the Rewired Input Manager you intend to use to the Rewired Input Manager field of the Custom Controller. This is optional, but highly recommended as it allows you to select the Custom Controller and the target elements on that controller by simply selecting them from a drop-down. If you do not link the Rewired Input Manager, you will have to use either string names or id integers to tell the controller and each control which Custom Controller and which elements in which to feed the incoming data.

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Click the "Find Rewired Input Manager" button in the inspector to find any enabled Rewired Input Manager in the scene and link it. Otherwise, you can manually link it to the Rewired Input Manager.

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Custom Controller inspector

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There are two ways to determine the target Rewired.CustomController:

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  1. Instantiate a new Custom Controller from a controller defined in the Rewired Input Manager.
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  3. Search through existing Custom Controllers that have already been instantiated.
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Instantiating a new Custom Controller:
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A new Rewired.CustomController will be instantiated on Awake of the Custom Controller component and optionally destroyed when the Custom Controller component is destroyed. To enable this, check "Create Custom Controller" and "Destroy Custom Controller" in the inspector. Select a Custom Controller from the list or enter its Source Id, then choose a Player to assign it to when it's instantiated.

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Custom Controller inspector

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Create Custom ControllerIf true, a new Custom Controller will be created. Otherwise, an existing Custom Controller will be found using the selector properties.
Custom Controller / Source Id

(Custom Controller is shown if the Rewired Input Manager has been linked in the Rewired Input Manager field, otherwise Source Id is shown.)

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Custom Controller:
- The Custom Controller to create.

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Source Id:
- The source id of the Custom Controller to create. Get this from the Rewired Input Manager.

Assign To Player / Assign To Player Id

(Assign To Player is shown if the Rewired Input Manager has been linked in the Rewired Input Manager field, otherwise Assign To Player Id is shown.)

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Assign To Player:
- The Player that will be assigned this Custom Controller when it is created.

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Assign To Player Id:
- The Player that will be assigned this Custom Controller when it is created.

Destroy Custom ControllerIf true, the Custom Controller created by this component will be destroyed when this component is destroyed.
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Searching for an existing Custom Controller:
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If you want to search for an existing Rewired.CustomController, the "Create Custom Controller" field must not be checked:

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Custom Controller inspector

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Additional options will appear in the inspector allowing you to set the search parameters:

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Find Using Source IdIf true, the Custom Controller will be searched for by its source controller id. This can be used with Find in Player and/or Find Using Tag to further refine the search parameters.
Custom Controller / Custom Controller Id

(Custom Controller is shown if the Rewired Input Manager has been linked in the Rewired Input Manager field, otherwise Custom Controller Id is shown.)

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Custom Controller:
- The target Custom Controller. This is used to find the Custom Controller if Find Using Source Id is True.

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Custom Controller Id:
- The source id of the Custom Controller. This is used to find the Custom Controller if Find Using Source Id is True.

Find Using TagIf true, the Custom Controller will be found using the tag specified here. This can be used with Find in Player and/or Find Using Source Id to further refine the search parameters.
TagThe tag on the Custom Controller you wish to use. This is used to find the Custom Controller.
Find In PlayerIf true, the Custom Controller will be searched for in the Player specified in the Player Id field. This can be used with Find Using Source Id and/or Find Using Tag to further refine the search parameters.
Player / Player IdThe Player Id of the Player that owns the Custom Controller.
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Controls

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Tilt Control

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The Tilt Control uses a device's accelerometer and gyro to determine forward and horizontal tilt. The output values are in the -1 to +1 range.

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A Custom Controller component or a component that inherits from it must exist on a parent of the control's GameObject.

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Inspector Options

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Tilt Control inspector

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Custom Controller Options 
Horizontal Tilt Custom Controller ElementThe Custom Controller element that will receive input values from the X axis.
Forward Tilt Custom Controller ElementThe Custom Controller element that will receive input values from the Y axis.
  
Tilt Options 
Allowed Tilt DirectionsThe tilt directions in which movement is allowed. You can restrict movement to one or both directions.
Horizontal Tilt LimitThe maximum horizontal tilt angle in degrees. When the device is tilted to this angle or further in either direction, the axis will return a value of 1/-1.
Horizontal Rest AngleThe offset angle from horizontal which will be considered the resting angle. This represents the angle at which the user holds the device without generating tilt.
Forward Tilt LimitThe maximum forward tilt angle in degrees. When the device is tilted to this angle or further in either direction, the axis will return a value of 1/-1.
Forward Rest AngleThe offset angle from vertical which will be considered the resting angle. This represents the angle at which the user holds the device without generating tilt. A typical value would be around 40 degrees.
  
Axis Options 
Invert Horizontal TiltInverts the X axis value.
Invert Forward TiltInverts the Y axis value.
AdvancedAdvanced configuration options for the axes.
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Overview

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Control Mapper is a customizable, responsive control mapping system included with Rewired that you can use in your games. This system provides complete controller remapping including keyboard, mouse, and joystick support, axis calibration, joystick and mouse sensitivity, single or multiple players, controller maps, and much more. Control Mapper can be fully controlled with keyboard, mouse, joystick, and/or touch controls. Control Mapper uses Unity's new GUI system and requires Unity 5.0+.

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Control Mapper has many options which you can customize to fit your game's needs:

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  • Optional display of Players for multiplayer games.
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  • Customizable list of Actions to show per category.
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  • Optional display of Action category names.
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  • Optional Keyboard, Mouse, and Controller support.
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  • Choose the number of alternate fields per controller type.
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  • Customizable theme settings for changing colors and button styles.
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  • Optional display of controller element glyphs.
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  • Customizable language settings for changing button and window labels and messages.
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  • Menu control by your choice of Rewired Player(s).
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  • Customizable Actions for opening, closing, and canceling.
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Example screen showing multiple players, multiple controllers per-player, sensitivity settings, multiple map categories, with keyboard, mouse, and controller support with glyphs.

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Control Mapper

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Example screen showing a view of a simple 1-player game with only one map category, one controller, keyboard support with 1 mapping per keyboard key, text-only, and using a different theme.

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Control Mapper

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The information that follows assumes you are familiar with working with input in Rewired. If you are not, read through the documentation first. Step by step basics of how to use Rewired will not be covered here.

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Control Mapper files including examples can be found in the Rewired/Extras/ControlMapper folder.

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Installation

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Control Mapper can be installed during installation of Rewired or at any time from the menu. To install Control Mapper from the menu:

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  • Window -> Rewired -> Extras -> Control Mapper -> Install (Standard)
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Control Mapper comes in two varieties:

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  • Standard - uses Unity UI Text components for text.
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  • Text Mesh Pro - uses Text Mesh Pro for text.
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The Text Mesh Pro version requires Unity 2018.1+. Text Mesh Pro must be installed from the Package Manager and the Text Mesh Pro Essential Resources pack must be installed before installing Control Mapper.

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Only one version can be installed in the project at a time.

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Important

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If you have an existing Control Mapper setup, you will not be able to easily migrate to a different version of Control Mapper because your copy will not automatically inherit all the changes required to work. The Text Mesh Pro version uses different text components than the Unity UI version, and all the object references to text components will be lost when switching between versions. The best way to switch from Standard to the Text Mesh Pro version is to rebuild your setup using the Text Mesh Pro version.

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Uninstalling

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Delete the Rewired/Extras/ControlMapper folder.

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Setup

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The Control Mapper is a prefab which you can drag into your scene and use. This prefab includes the Canvas which will be used to render the UI elements.

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To add Control Mapper to your scene, you can add it from either of the following menus:

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  • Window -> Rewired -> Create -> UI -> Control Mapper
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  • Game Object -> Create Other -> Rewired -> UI -> Control Mapper
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Or you can add it as a live prefab by dragging it in from the project view. (Note: If using a live prefab, do not commit any changes to the prefab source or they will be overwritten the next time you update Rewired. You can, however, make a new prefab of your own out if it and modify that.)

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Once the Control Mapper is in your scene, you can customize many options by changing settings in the inspector. The first thing you must do is to link your Rewired Input Manager object to the Control Mapper object in the Rewired Input Manager field in the inspector. Once you have done this, you can proceed to customize settings.

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See Inspector Options for more details about the Control Mapper inspector settings.

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RewiredStandaloneInputModule

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Control of the UI is handled by the RewiredStandaloneInputModule. This component must be added to the EventSystem in the scene and the default StandaloneInputModule must be disabled or removed.

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You can either create a normal Unity Event System and replace the Standalone Input Module with the Rewired Standalone Input Module component or you can create a Rewired Event System from either of the menu items:

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  • Window -> Rewired -> Create -> UI -> Rewired Event System
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Four Actions must be set up in the Rewired Input Manager and the RewiredStandaloneInputModule in order to control the UI. These four Actions must have names that match exactly in both the Rewired Input Manager and the RewiredStandaloneInputModule.

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  1. Horizontal Axis - The Action that will control Left/Right movement in the UI.
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  3. Vertical Axis - The Action that will control Up/Down movement in the UI.
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  5. Submit - The Action that submits a button.
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  7. Cancel - The Action that cancels.
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The actual names you use are up to you. Of course these Actions must also be assigned to one or more keyboard or joystick maps and assigned to a Player to be functional.

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If you want to use mouse pointers exclusively to interact with the UI, you can set all these Actions to blank strings.

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Alternately, you can set Actions by id by enabling "Set Actions By Id."

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NOTE: It is HIGHLY recommended that you create unique menu-only Actions for these UI controls in a separate controller map category from your game Actions. If you use your in-game actions such as "Move Horizonal" or "Jump" for these UI controls, you run the risk of allowing the user to render the UI unusable because they removed an assignment for one of these game Actions which was also controlling the UI.

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The settings in the RewiredStandaloneInputModule will determine which Players can control the UI. If you check "Use All Rewired Game Players", all Players besides the System Player that have a map configured with these UI Actions will be able to control the UI. If you check "Use Rewired System Player", the same will be true for the System Player. If instead you only want specific Players to control the UI, you can set these Player Ids individually.

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If the UI control speed with a Joystick seems too slow or fast, adjust the "Input Actions Per Second" setting.

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Rewired Input Manager settings -

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This image shows the 4 actions that have been set up for controlling the UI.

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Recommended UI control scheme

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Rewired and the Control Mapper system are very flexible. As such, every possible situation cannot be "automagically" taken care of for you. You need to spend some time to plan and understand your control scheme.

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It is possible to create a situation where the user is able to break his ability to control the UI by unassigning necessary Actions such as the Submit button. With a mouse available on the system, this would not be a problem as it is not dependent on Actions, but on platforms without mouse or touch input to fall back on in the case of user error, you need to consider these situations. It may not be advisable to allow users to remap everything.

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Keyboard:
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Mouse:
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Joysticks:
- Recognized joysticks should have a map created for UI control if you wish to support joystick UI navigation. If you want the user to be able to remap these menu controls, it is recommended that you create yet another separate Map Category for these user-configurable joystick controls. By making a separate Map Category for these controls, you are able to allow the user to remap these joystick controls while still keeping the keyboard controls protected. Conflict checking settings for the Map Category should exclude all game controls and vice versa if you want the user to be able to map the same elements in different categories without being warned about conflicts.

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Unknown Controllers:
- It is recommended that you create a map for the Unknown Controller in the UI control category. This way, if a user attaches a controller Rewired does not recognize, they should still be able to control the UI reasonably well.

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There is no way to know what axes or buttons will actually be available on these controllers, but you can make some basic assumptions that should allow most controllers to control the UI.

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  • Axis 0: Map to your "UIHorizontal" Action. (Axis 0 is almost always the horizontal axis on the first joystick)
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  • Button 0: Map to your "UISubmit" Action.
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  • Button 1: Map to your "UICancel" Action.
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Of course, the above are only recommendations. You can set up your control scheme however you decide.

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Saving and Loading User Data

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Saving and loading of user data is handled by the UserDataStore component on the Rewired Input Manager. By default, this component does not exist on the Rewired Input Manager. Without this component, data will never be saved or loaded and will not persist between game sessions.

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If you add a UserDataStore derived component to the Rewired Input Manager, it will be used to save and load data. Rewired includes a UserDataStore_PlayerPrefs component which will use PlayerPrefs to save the controller data. Simply add this component to your Rewired Input Manager and data will be loaded and saved as needed.

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Control Mapper will save data when any of the following occur:

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  • The Control Mapper window is closed by the user.
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  • A joystick is unplugged.
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Control Mapper will load saved data when any of the following occur:

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  • At runtime start if "Load Data On Start" is checked in the UserDataStore_PlayerPrefs component inspector.
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  • A joystick is plugged in.
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If you are using multiple different Rewired Input Managers in different scenes, they all must have a UserDataStore_PlayerPrefs component and the "Player Prefs Key Prefix" must match in order for the same save data to be loaded by each Rewired Input Manager.

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If you don't want to use PlayerPrefs, you can create your own data storage system using UserDataStore. See User Data Store for more information.

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IMPORTANT: Saved XML data is not updated when you make changes to the Rewired Input Manager

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Control Mapper does not manage changes between the Rewired Input Manager and data that is already saved to XML. If you make changes to the Rewired Input Manager settings such as adding new controls to a Joystick Map, these new changes will not be preserved when loading saved XML data. The only automated solutions would be to either clear the save data by clearing Player Prefs so that the Rewired Input Manager defaults are used instead or load the default maps in the Player for the any controllers that changed and save those to XML overwriting the existing saved mappings.

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Management of saved user data is up to the developer. If you have special needs beyond the basic use cases, you should extend and replace the UserDataStore_PlayerPrefs component with a new UserDataStore component that meets your specific needs.

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***IMPORTANT***:

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When doing testing, if you open and close the Control Mapper screen or unplug a joystick while the Control Mapper screen is open, you are causing it to save XML data in the registry even if you didn't change any mappings or settings. The next time you start the game (provided the Rewired Input Manager with the UserDataStore_PlayerPrefs component is present in the scene), it will load that saved XML data from the registry, NOT the default settings stored in the Rewired Input Manager. While doing testing, you will most likely want to clear this saved data so the default settings in the Rewired Input Manager are loaded instead of the saved data. This can be done by clearing Player Prefs by opening the "Debug Options" foldout on the Rewired Input Manager inspector.

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If you are confused by your input configuration not matching what you defined in the Rewired Input Manager, or you are seeing different behaviors in the Unity Editor versus a game build, you most likely are loading XML data that you are unaware that you saved. Clear Player Prefs and everything will reset to the defaults.

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Conflict Checking

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See How To's - Conflict Checking.

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(See Inspector Options for the option to allow conflicting assignments.)

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Theming

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Control Mapper comes with a basic theming system to allow you to change colors, fonts, and sprites by simply editing a theme file.

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The process:

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  1. Make a copy of the DefaultTheme file in the ControlMapper/Themes directory.
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  3. Move this copy to somewhere inside your project (outside the Rewired folder).
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  5. On the Control Mapper game object in your scene, assign the new theme file you created to the Theme field in the inspector.
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Editing the theme:

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Edit the theme file in the inspector. There is no user-friendly inspector for this theming process, but the names of the fields should be self-explanatory. Make your changes and they will show up when you launch the game. (Theme setting changes can not be viewed in real-time in the editor.)

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These theme options just mirror the various options available on Unity UI components such as Image, Button, Slider, etc. If you don't understand what these options mean, see the Unity UI documentation on these components.

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Glyphs

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Glyphs will be displayed instead of text for controller elements, where avaiable, as long as a Glyph Provider has been set up and Show Glyphs is enabled in the inspector. See the Glyphs documentation for more details.

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Language

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Control Mapper has a basic language system which you can use to customize button and section labels, window titles, and more.

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The process:

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  1. Make a copy of the DefaultEnglish file in the ControlMapper/Languages directory.
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  3. Move this copy to somewhere inside your project (outside the Rewired folder).
  4. -
  5. On the Control Mapper game object in your scene, assign the new language file you created to the Language field in the inspector.
  6. -
-

Editing the language:

-

Edit the language file in the inspector. There is no user-friendly inspector for this language editing process, but the names of the fields should be self-explanatory. Make your changes and they will show up when you launch the game. (Language setting changes can not be viewed in real-time in the editor.)

-

Translating strings of Rewired objects (Players, Actions, Controller names, Controller elements, etc.):

-

As of Rewired 1.1.56.0, strings for these objects can be localized using the built-in localization system. See this for more information. The below information has been left for legacy reference purposes.

-

ADVANCED USERS ONLY

-

Do not attempt to do this if you are inexperienced at C# or are a beginner with Unity. This is an unsupported feature and step-by-step guidance will not be provided.

-

Rewired does not presently have a localization system built in where all strings in the system can be translated into different languages. Because I have been asked numerous times about how to translate these strings when using Control Mapper, I have added an interim translation framework to Control Mapper for you to be able to translate these items when displayed through the Control Mapper interface. If at some point in the future a core localization system is developed, this Control Mapper translation of these elements is likely to become obsolete.

-

The LanguageData class provides framework for translating all the Rewired elements, but it does not provide a way to store the translation data. You will have to provide that part in an extended class. LanguageData merely provides an interface for Control Mapper to call into for all strings.

-

In order to implement translation of these elements, you will have to override the LanguageDataBase class and extend it in order to plug in your translation and override each function pertaining to translation of Rewired core item names. Copy LanguageData.cs to a location outside the Rewired folder hierarchy, rename it to something else, change the class name to match, and modify all the functions below the line that reads "// Translation of Rewired core items" to translate the elements you want to translate using whatever lookup system you have set up for that. You will then have to make a ScriptableObject instance of your new extended class, then attach that to Control Mapper in the inspector so it uses it instead of the default language object.

-

Relevant topics:

- -

 

-
-

Misc Notes

-

Other UI Selectables outside or behind Control Mapper

-
    -
  • UI auto navigation will find other UI elements outside Control Mapper and try to navigate to them when a direction is pressed. If you have other UI elements behind Control Mapper, you must disable interactability on them. The easiest way to do that is with a Canvas Group setting CanvasGroup.interactable to false.
  • -
  • If you have multiple Canvases in your scene and you want auto navigation to work between elements on the different Canvases, all Canvases must have the same Render Mode.
  • -
-

Opening and closing the screen

-

The easiest way to control the screen is by assigning Actions in the Screen Control Actions section of the inspector.

-

Another way is by using a Unity UI button and assigning ControlMapper.Open to the OnClick event.

-

You can also control the screen through scripting:

-
    -
  • Opening the screen: ControlMapper.Open
  • -
  • Closing the screen: ControlMapper.Close
  • -
-

Control Mapper also has events for when the screen is opened and closed should you need that information.

-

Changing settings through scripting

-

Certain Control Mapper options can be changed through scripting, but not in real-time while the screen is open. This can be useful should you need to make changes based on some criteria such as platform-specific settings. For example, before initializing the Control Mapper (before opening it), you could disable keyboard support. This may be useful if you're publishing your game on a platform that doesn't support keyboards, but you don't want to create a separate Control Mapper for this.

-

The ControlMapper class inherits from UnityEngine.MonoBehaviour, and like any other MonoBehavior subclass, you must get a reference to the ControlMapper instance in order to call any methods in the class.

-
var controlMapper = UnityEngine.Object.FindObjectOfType<Rewired.UI.ControlMapper.ControlMapper>();
-if(controlMapper != null) {
-    controlMapper.Open();
-}
-

Screen scale

-

Scale of the Control Mapper by default is handled by the Canvas Scaler Fitter component on the Canvas below the main Control Mapper game object. The Canvas Scaler Fitter component controls the scale settings for the display based on the current aspect ratio of the screen. Breakpoints have been predefined to help keep the display usable at various screen aspect ratios.

-

 

-
-

Frequently Asked Questions

-

How do I center the Control Mapper window?

-

ControlMapper -> Canvas -> MainPageGroup

-

Set equal paddings on Left, Top, Right, and Bottom and the window will be centered.

-

Is it possible to visually edit the Control Mapper layout in real-time?

-

Not easily. Control Mapper has many dynamically-generated UI elements which are generated at runtime based on the options set in the inspector. It is not a static UI layout that can easily be edited in real-time. However, you can press Play in the editor and edit some settings to get a preview of how changes might look. In order to commit those settings though, you have to stop Play mode and remake the changes to the game objects while it is not in Play mode.

-

I want to customize more than what's available in the theme settings. How do I do that?

-

The theme was meant to provide basic customization of the styles on all elements because they're dynamically generated. Basic functional customization is done through the Control Mapper inspector. Anything beyond that is out of the scope of the tool and up to you to implement if you choose to and requires a very good knowledge of Unity UI.

-

There are certain areas which you cannot change the layout because they're generated by scripting such as the columns of input fields. Other things can be moved and reordered such as the various sections at the top. But be aware that some changes will cause problems. One thing everyone seems to want to do is to move the Done button to the bottom. I advise against this because the auto-scroll system put in place for the input field grid will make it so you have to scroll through every Action entry before it will jump down to the Done button.

-

Alignments, padding, spacing, etc. can be changed with the standard options in Unity's UI system for the various UI game objects in the hierarchy.

-

You have to know Unity UI very well and you can customize it pretty much however you want with the exception of the input grid. If you want to change that (beyond styling), you'll have to edit source code. And be aware that the layout, especially concerning the input grid scroll area, is prone to breaking depending on what you do.

-

The basic groupings that pre-exist in the scene can all be rearranged at will:

-
    -
  • WindowButtonGroup
  • -
  • PlayersGroup
  • -
  • ControllerGroup
  • -
  • SettingAndMapCategoriesGroup
  • -
  • InputGridGroup
  • -
-

You can press Play and change the order of these in the hierarchy and see them switch places in real-time. Committing changes requires you do it again outside Play mode though. The objects inside these groups are dynamically generated based on settings in the Control Mapper inspector. In addition, visibility of these groups may also be affected by Control Mapper inspector options. You could manually set backgrounds on these groups in by adding Image components to them.

-

Any dynamically generated elements are loaded from the prefabs: Rewired/Extras/ControlMapper/Prefabs/Parts

-

Some things you could customize by modifying the prefabs, while some options would be overridden by the theme when it loads.

-

The ControlMapper->Canvas: Canvas Scaler Fitter component governs responsive break points. It can be disabled if you don't need that functionality.

-

If you need to modify any source prefab components, it's best to work with copies of everything so you can still update Rewired and not lose your changes. If you copy all the prefabs, you will need to re-assign the copies as the sources for the dynamically generated objects in the ControlMapper inspector -> Advanced Settings -> Internal Data -> Prefabs section. If you want to customize the popup windows, they are also in the prefabs folder. Same rules apply. Copy them, then re-assign the copies as the prefab sources.

-

How can I disable/hide the Pre-Input Assignment Time screen? I don't really need it because my game doesn't use analog input. I tried setting the time to 0 but it still flashes for a moment.

-

There is no way to disable that without changing the source code.
-
-Even if your game doesn't use analog input, your players may still use physical analog controls. Disabling this would be a bad idea because the purpose of it is to prevent any inadvertent assignments such as when releasing a stick and its action of auto-centering itself registers as a negative stick movement mapping that to your Action.

-

 

-
-

Inspector Options

-

Many configuration options are available through the inspector. Most options have tool-tip help.

-

 

-

Rewired Input Manager

-

-

You must link a Rewired Input Manager to this field in the inspector. All input data will be read from the Rewired Input Manager linked here.

-

 

-
-

Don't Destroy On Load

-

Set to True to prevent the Game Object from being destroyed when a new scene is loaded.

-

NOTE: Changing this value from True to False at runtime will have no effect because Object.DontDestroyOnLoad cannot be undone once set.

-

 

-
-

Screen Options

-

-

Various options for the control mapper screen.

- - - - - -
Open On Start

Open the control mapping screen immediately on start. Mainly used for testing.

-

 

-
-

Player Options

-

-

Various options for Players.

- - - - - - - - - -
Show Players

Display a selectable list of Players. If your game only supports 1 player, you can disable this.

Show Players Group LabelShow the label for the Players button group?
-

 

-
-

Controller Options

-

-

Various options for controllers.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Show Controller

Display the Controller column for input mapping.

Max Controllers Per Player

The maximum number of controllers allowed to be assigned to a Player. If set to any value other than 1, a selectable list of currently-assigned controller will be displayed to the user. [0 = infinite]

-

This field is only displayed if "Auto-Assign Joysticks" is disabled in the Rewired Input Manager -> Settings. In this case, the max number of controllers displayed per player is equal to the "Max Joysticks Per Player" setting in the Rewired Input Manager -> Settings.

Controller Input Field CountThe number of input fields to display for joysticks. If you want to support alternate mappings on the same device, set this to 2 or more.
Show Assigned ControllersShow the Assigned Controllers group? If joystick auto-assignment is enabled in the Rewired Input Manager and the max joysticks per player is set to any value other than 1, the Assigned Controllers group will always be displayed.
Show Assigned Controllers Group LabelShow the label for the Assigned Controllers button group?
Show Controller Group LabelShow the label for the Controller button group?
Show Controller Name LabelShow the label for the current controller name?
-

 

-
-

Keyboard Options

-


-

-

Various options for the Keyboard.

- - - - - - - - - -
Show Keyboard

Display the Keyboard column for input mapping.

Keyboard Input Field CountThe number of input fields to display for the keyboard. If you want to support alternate mappings on the same device, set this to 2 or more.
-

 

-
-

Mouse Options

-

-

Various options for the Mouse.

- - - - - - - - - - - - - - - - - -
Show MouseDisplay the Mouse column for input mapping.
Mouse Input Field CountThe number of input fields to display for the mouse. If you want to support alternate mappings on the same device, set this to 2 or more.
Ignore Mouse X Axis AssignmentIf checked, mouse X-axis movement will always be ignored during input assignment. Check this if you don't want the horizontal mouse axis to be user-assignable to any Actions.
Ignore Mouse Y Axis Assignment

If checked, mouse Y-axis movement will always be ignored during input assignment. Check this if you don't want the vertical mouse axis to be user-assignable to any Actions.

-

 

-
-

Input Field Options

-

-

Various options for the input field grid.

- - - - - - - - - -
Show Full Axis Input Fields

Display a full-axis input assignment field for every axis-type Action in the input field grid. Also displays an invert toggle for the user to invert the full-axis assignment direction.

-

IMPORTANT: This field is required if you have made any full-axis assignments in the Rewired Input Manager or in saved XML user data. Disabling this field when you have full-axis assignments will result in the inability for the user to view, remove, or modify these full-axis assignments. In addition, these assignments may cause conflicts when trying to remap the same axes to Actions.

Show Split Axis Input Fields

Display a positive and negative input assignment field for every axis-type Action in the input field grid.

-

IMPORTANT: These fields are required to assign buttons, keyboard keys, and hat or D-Pad directions to axis-type Actions. If you have made any split-axis assignments or button/key/D-pad assignments to axis-type Actions in the Rewired Input Manager or in saved XML user data, disabling these fields will result in the inability for the user to view, remove, or modify these assignments. In addition, these assignments may cause conflicts when trying to remap the same elements to Actions.

-

-

 

-
-

Map Categories and Actions

-

-

Options for the Map Categories and Actions displayed to the user for input mapping.

-

You can define a list of Map Categories to be shown to the user for remapping. You can choose to show one or multiple Map Categories. If you define multiple Map Categories here, a new row of buttons will be shown that will allow the user to select a Map Category for which to create input assignments.

-

You must define a list of assignable Actions to displayed to the user for each Map Category. You can choose to show the user a list of all user-assignable Actions contained in an one or more Action Categories or a customized list of individual Actions.

- - - - - - - - - - - - - - - - - - - - - - - - - -
Show Action Category LabelsDisplay section labels for each Action Category in the input field grid. Only applies if Action Categories are used to display the Action list.
Show Map Categories Group LabelShow the label for the Map Categories button group?
Map Category

The Map Category that will be displayed to the user for mapping.

Action List ModeChoose whether you want to list Actions to display for this Map Category by individual Action or by all the Actions in an Action Category.
Action CategoriesList each Action Category you want to be displayed for this map category. This will list all user-assignable Actions in that category allowing the user to make assignments for each of these Actions.
ActionsList each Action you want to be displayed for this map category. This will allow the user to make assignments for each of these Actions.
-

 

-
-

Default Layouts

-

-

The controller map Layout that will be shown to the user. This remapping system only supports a single fixed Layout per controller type.

-

This Layout defined here is only a suggestion. If a ControllerMap with this Layout is found in the Player, it will be used. Otherwise, the first ControllerMap in the correct category found will be used regardless of the Layout id.

- - - - - - - - - - - - - -
Keyboard Map Default LayoutThe Layout of the Keyboard Maps to be displayed.
Mouse Map Default LayoutThe Layout of the Mouse Maps to be displayed.
Joystick Map Default Layout

The Layout of the Joystick Maps to be displayed.

-

 

-
-

Input Behaviors

-

-

Settings for user-modifiable Input Behaviors. Only certain properties are supported.

-

You can define a list of Input Behaviors to be shown to the user for modification. If enabled, new controls will be displayed so the user can modify these settings. This is useful if you need to allow the user to set certain per-Action sensitivity levels such as Mouse Look Sensitivity.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Show Input Behavior Settings

If checked, controls will be displayed which will allow the user to customize certain Input Behavior settings.

Show Settings Group LabelShow the label for the Settings button group?
Input BehaviorThe Input Behavior that will be displayed to the user for modification.
Label Language KeyIf set to a non-blank value, this key will be used to look up the name in Language to be displayed as the title for the Input Behavior control set. Otherwise, the name field of the InputBehavior will be used.
Joystick Axis Sensitivity Label Language KeyIf set to a non-blank value, this name will be displayed above the individual slider control. Otherwise, no name will be displayed.
Show Joystick Axis SensitivityIf checked, a slider will be displayed so the user can change this value.
Joystick Axis Sensitivity IconThe icon to display next to the slider. Set to none for no icon.
Joystick Axis Sensitivity MinMinimum value the user is allowed to set for this property.
Joystick Axis Sensitivity MaxMaximum value the user is allowed to set for this property.
Mouse XY Axis Sensitivity Label Language KeyIf set to a non-blank value, this name will be displayed above the individual slider control. Otherwise, no name will be displayed.
Show Mouse XY Axis SensitivityIf checked, a slider will be displayed so the user can change this value.
Mouse XY Axis Sensitivity IconThe icon to display next to the slider. Set to none for no icon.
Mouse XY Axis Sensitivity MinMinimum value the user is allowed to set for this property.
Mouse XY Axis Sensitivity MaxMaximum value the user is allowed to set for this property.
-

 

-
-

Element Assignment Options

-

-

Various options for the element assignment.

- - - - - - - - - -
Allow Element Assignment ConflictsIf enabled, when an element assignment conflict is found, an option will be displayed that allows the user to make the conflicting assignment anyway.
Allow Element Assignment SwapIf enabled, when an element assignment conflict is found, an option will be displayed that allows the user to swap conflicting assignments. This only applies to the first conflicting assignment found. This option will not be displayed if Allow Element Assignment Conflicts is enabled.
-

 

-
-

Timer Options

-

-

Various timer options.

- - - - - - - - - - - - - - - - - -
Pre Input Assignment TimeoutThe time in seconds the user has to press an element on a controller while waiting for axes to be centered before assigning input.
Input Assignment TimeoutThe time in seconds the user has to press an element on a controller when assigning input. If this time elapses with no user input on the target controller, the assignment will be canceled.
Controller Assignment TimeoutThe time in seconds the user has to press an element on a controller when assigning a controller to a Player. If this time elapses with no user input a controller, the assignment will be canceled.
Axis Calibration Timeout

The time in seconds the user has to press an element on a controller during calibration.

-

 

-
-

Input Grid Layout Options

-

-

Dimensions for various elements in the input grid.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Action Label WidthThe width in relative pixels of the Action label column.
Keyboard Col Max WidthThe width in relative pixels of the Keyboard column.
Mouse Col Max WidthThe width in relative pixels of the Mouse column.
Controller Col Max WidthThe width in relative pixels of the Controller column.
Input Row HeightThe height in relative pixels of the input grid button rows.
Input Column SpacingThe width in relative pixels of spacing between columns.
Input Row Category SpacingThe height in relative pixels of the space between Action Category sections. Only applicable if Show Action Category Labels is checked.
Invert Toggle Width

The width in relative pixels of the invert toggle buttons.

-

 

-
-

Popup Window Options

-

-

Various options for popup windows.

- - - - - - - - - -
Default Window Width 
Default Window Height

 

-

 

-
-

Screen Control Actions

-

-

Actions that control the mapping screen.

- - - - - - - - - - - - - - - - - - - - - -
Screen Open ActionAn Action that when activated will close the main screen as long as no popup windows are open.
Screen Close ActionAn Action that when activated will open the main screen if it is closed.
Screen Toggle ActionAn Action that when activated will alternately close or open the main screen as long as no popup windows are open.
Universal Cancel ActionAn Action that when activated will cancel and close any open popup window. Use with care because the element assigned to this Action can never be mapped by the user (because it would just cancel his assignment).
Universal Cancel Closes Screen

If enabled, Universal Cancel will also close the main screen if pressed when no windows are open.

-

 

-
-

Style Options

-

-

UI style and theme options.

- - - - - - - - - - - - - -
Use Theme SettingsIf enabled, UI elements will be themed based on the settings in Theme Settings.
Theme Settings

Must be assigned a ThemeSettings object. Used to theme UI elements.

Show GlyphsShow glyphs if available. Glyph Provider must be configured for glyphs to be displayed. See Glyphs documentation for more information.
-

 

-
-

Language Options

-

-

Language options.

- - - - - -
Language

Must be assigned a LanguageData object. Used to retrieve language entries for UI elements.

-

 

-
-

Events

-

- - - - - - - - - - - - - - - - - - - - - - - - - -

On Screen Opened

Event sent when the UI is opened.

On Screen ClosedEvent sent when the UI is closed.
On Popup Window OpenedEvent sent when a popup window is opened.
On Popup Window ClosedEvent sent when a popup window is closed.
On Input Polling StartedEvent sent when polling for input has started.
On Input Polling EndedEvent sent when polling for input has ended.
-

 

-
-

Advanced Settings

-

-

These are internal settings like references to GameObject and Prefabs. You should not have to change these.

-

 

- - -
- -
- -
-
- - - - diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/ControlMapper.html.meta b/Assets/ThirdParty/Rewired/Documentation/Html/ControlMapper.html.meta deleted file mode 100644 index 2a667b423..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/ControlMapper.html.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: d6ab8f31fd0be404b99c88efdba2c8a8 -TextScriptImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/ControllerMaps.html b/Assets/ThirdParty/Rewired/Documentation/Html/ControllerMaps.html deleted file mode 100644 index f645db50a..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/ControllerMaps.html +++ /dev/null @@ -1,303 +0,0 @@ - - - - - -Rewired Documentation | Controller Maps - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - -
- - - -
- - - - - - - -
- - -

- Controller Maps - -

- - -

One of the most unique and powerful features of Rewired is the Controller Map system.

-

A Controller Map is a map of bindings between Controller elements and Actions for a single Controller.

-

Controller Maps are owned by the Player, not the Controller, so changes you make to one Player's maps don't affect the other Players' even if they're using the same Controller. Each Controller assigned to a Player must have its own Controller Maps with bindings defined for Action-based input to function.

-

You can create pre-defined Controller Map configurations for known controller types and controller templates and load the maps at runtime or when a compatible Joystick is assigned. Pre-defined maps for controllers are created in the Rewired Editor. For more information about how to create maps, see Creating and Editing Controller Maps.

-

If you create a user control assignment screen, the user can customize his Controller Maps for any joystick or controller. (See Creating a Controller Mapping screen for information.)

-

Maps co-exist so you can have as many maps for each controller as you need. For example: If you have multiple game modes such as Infantry, Tank, Airplane, you can have shared controls on one map, and mode-specific controls each on its own map. You can have even more maps as needed: A Menu map for when you're in the menus, a system map for controls like Save/Load and Quit, multiple maps for different players on the keyboard, etc. All the maps can co-exist simultaneously and can be enabled or disabled as needed, for example, when changing game modes.

-

A shared controller (the keyboard for example) can be mapped by any number of Players with any number of maps.

-

Maps can be saved to XML or JSON. (See Saving and loading Controller Maps for more information.)

-

Each Controller Map belongs to one Map Category and one Layout. The combination of the two serves to identify the Controller Map when selecting a Controller Map in the Rewired Editor or from the API.

-

Creating and Editing Controller Maps:

-

Controller Maps are created and edited in the Rewired Editor.

-

Rewired Editor - Joystick Maps
- Rewired Editor - Keyboard Maps
- Rewired Editor - Mouse Maps
- Rewired Editor - Custom Controller Maps

-

Assigning/Loading Controller Maps:

-

When you create a Controller Map (Joystick Map, Keyboard Map, etc.) in the Rewired Input Manager, you are defining a default Map that can be used by any Player. In order for a Player to make use of a Controller Map, it must first be assigned to that Player and enabled. You can assign the Controller Map in the Rewired Input Manager under the Players page, and when the game starts and Rewired initializes, it will load the map into the Player. You can also assign/load Controller Maps at runtime through scripting. See How To's - Loading Controller Maps at runtime for more information.

-
-

Enabling and Disabling Controller Maps:

-

Controller Maps can be enabled or disabled at will via scripting. This can be useful if you want to change game modes and have a different set of controls become active. For example, opening a menu screen. Disabled Controller Maps will not return any value when the Player is queried for an Action's input value. Controller Maps are stored in the Player class.

-

For a Controller Map to be processed and contribute to input, it must be enabled. The starting enabled state of the map can be set in the Rewired Input Manager on the Players page where you have assigned the Controller Maps to be loaded at start. To enable or disable a Controller Map at runtime via scripting, see How To’s – Enabling and Disabling Controller Maps.

-

Individual Action Element Maps (Action bindings) in each Controller Map can also be enabled and disabled via scripting.

-
-
-

Joystick Maps:

-

When a controller (excluding mouse and keyboard) is attached to the system, Rewired will attempt to identify that controller and load a hardware definition. When the Joystick is assigned to a Player, it will load Joystick Maps into the Player if you have created any Joystick Maps in the Rewired Input Manager that are compatible with that controller. (You can see the the current list of recognized controllers with extended support here.)

-

If you want your players to be able to plugin in a controller and have it "just work", you should create a Joystick Map for each controller you want to explicitly support. To save time, you can create a Joystick Map for a Controller Template that includes the controller you wish to support.

-

Joystick input returned by a Player is determined by the buttons and axes bound to Actions in one or more Joystick Maps assigned to a Player. When a button or axis is activated that is bound to an Action, the Player will return a value for that Action. You create these maps in the Rewired Input Manager and assign them to each Player and they will be loaded at start. You can also enable, disable, remove, add, load, and save Joystick Maps at runtime.

-

A joystick must be assigned to a Player, have at least one Joystick Map with valid button/axis mappings assigned in that Player, and be enabled before any input will be returned through the Player.

-

How Joystick Maps are Loaded
- Joystick Maps for a particular Joystick do not exist in the Player unless that Joystick is currently connected and assigned to that Player. By default, Rewired auto-assigns Joysticks to each Player as controllers are detected. The Joystick Maps are loaded at assignment time based on the settings defined in the Rewired Input Manager - Player page for that particular Player.

-

Keyboard Maps

-

Keyboard input returned by a Player is determined by the keys bound to Actions in one or more Keyboard Maps assigned to a Player. When a key is pressed that is bound to an Action, the Player will return a value for that Action. You create these maps in the Rewired Input Manager and assign them to each Player and they will be loaded at start. You can also enable, disable, remove, add, load, and save Keyboard Maps at runtime.

-

The keyboard is similar to a Joystick in that it must be assigned to a Player before you can receive input from it. (This can be set in the Rewired Input Manager or through the player.controllers.hasKeyboard property.)

-

Mouse Maps

-

Mouse input returned by a Player is determined by the axes and buttons bound to Actions in one or more Mouse Maps assigned to a Player. When a button or axis is activated that is bound to an Action, the Player will return a value for that Action. You create these maps in the Rewired Input Manager and assign them to each Player and they will be loaded at start. You can also enable, disable, remove, add, load, and save Mouse Maps at runtime.

-

The mouse is similar to a Joystick in that it must be assigned to a Player before you can receive input from it. (This can be set in the Rewired Input Manager or through the player.controllers.hasMouse property.)

-

Controller Templates:

-

A Controller Template represents a generalized controller layout that applies to all compatible controllers providing a common interface to work with these controllers. When you create a map for a Controller Template, any controller that implements the template will inherit that map automatically without the need for you to create a map specifically for that controller. For example, Rewired comes with a Gamepad Template. When you create a map for this Gamepad Template, you do not need to create individual maps specifically for any of the gamepads listed on this page because they are all covered by the Gamepad Template. This makes is much quicker to create pre-defined Controller Maps for a huge variety of controllers. Additionally, as more controllers are added to the Template in the future, the map you've already created will work with these new controllers as well.

-

It is important to understand that a Controller Template map as defined in the Rewired Editor is merely an interim map that is not used directly, but instead is converted into a Controller Map for a specific controller at runtime when the Controller Map is loaded. For example, when an Xbox Controller is connected, if a map for the Gamepad Template has been defined, the Gamepad Template map will be converted into an Xbox Controller map and loaded into the Player. At this point, the Controller Map no longer has any connection to the Gamepad Template map from which it was created, and it is just a Controller Map specifically to the Xbox One Controller.

-

When Controller Maps are loaded into a Player, if a Controller Map exists for a specific controller, it will override any applicable Controller Template Map (in the same Map Category and Layout) and be used instead. This can be useful if you need to create a mapping for a specific controller that differs from the template. For example, some Controllers have elements that are not mappable using a Controller Template. The Sony Dual Shock 4 controller has a touchpad button that is not covered by any of the Gamepad Template elements, so you would need to create a Controller Map specifically for the Dual Shock 4 to map an Action to the touchpad button.

-

Please see Controller Templates for detailed information.

-

Controllers without Templates:

-

For the other controllers that do not currently have Controller Templates, you have to create a map for each you want supported out of the box (meaning you don't want the user to manually have to map them before playing). If you don't create a map and you want the user to be able to use that controller, you'll have to make a remapping screen where the user can map his controls manually (see Creating a Controller Mapping Screen for more information).

-

Unknown Controllers (Joysticks only):

-

For unrecognized controllers (controllers not listed here), Rewired will use the Unknown Controller map (whether you define a map for this or not). This is a generic map that is just a sequential list of axes and buttons, each corresponding to an axis and button on the controller in the order they are defined by the controller hardware. You should always provide the user with a way to remap controls so they can set up their unknown controllers how they see fit. See Creating a Controller Mapping Screen for more information.

-

Note that even though a controller is unknown to Rewired, saved mapping data can still be saved and loaded for these controllers. This means that if your users make custom control mappings for unrecognized controllers, they can still save their configurations and continue off with the same controller layouts after quitting and restarting the game. All saving and loading of controller data is up to the developer to implement. See Saving and Loading Controller Maps for more information.

-

It is recommended that you create an Unknown Controller map so unrecognized controllers can at least work to some degree immediately without manual user mapping. While there's no way for you to know which axis or button corresponds to which element on the controller the user plugs in, the following table shows the most common layout for unknown gamepads:

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Controller ElementMaps To
Left Stick XAxis 0
Left Stick YAxis 1 (inverted)
Right Stick XAxis 2
Right Stick YAxis 3 (inverted)
ButtonsButton 0-X
D-Pad (optional)Hat 1
-

 

-

Supported Controller Elements:

-
    -
  • All controller elements on a controller are not guaranteed to be supported on every platform and input source. Which elements are supported is up to the specific input API in use for the controller.
  • -
  • If a controller element is not supported on a specific platform and input source, no Action mapping will be created in the final runtime Controller Map for that element.
  • -
-

Special Considerations for XInput-compatible gamepads on Windows Standalone and Windows App Store:

-

On Windows Standalone builds and in the Windows Unity Editor, when Use XInput is enabled (and Use Windows Gaming Input is disabled), and always on Windows App Store and Windows 10 Universal builds, Rewired uses XInput for all XInput-compatible controllers instead of the chosen primary input source. This has some implications on creating Joystick Maps:

-

When using XInput, Rewired has no way of determining the actual controller type because this information is not available through XInput. The only information Rewired has to identify the controller is that it is XInput-compatible. Therefore, all XInput devices are treated as "XBox 360 Controller". This means, with Use XInput enabled, if you plug in a XBox One Controller, Rewired cannot identify that it's an XBox One Controller and load the Joystick Maps you created specifically for the XBox One Controller. Instead, it identifies it simply as an "XInput Gamepad" and loads the Joystick Maps from the XBox 360 Controller maps you've created. This is an inherent limitation in XInput.

-

Windows Gaming Input has fewer limitations and more features than XInput and can independently identify Xbox 360 and Xbox One controllers, so it is recommended to use Windows Gaming Input instead of XInput.

-

But because Rewired has the Gamepad Template that is compatible with these controllers, it's easiest to just create a Gamepad Template Joystick Map instead and it will work for any XInput device when Use XInput or Use Windows Gaming Input is enabled. This way, you don't have to worry about making separate maps for XBox 360 Controller, XBox One Controller, etc. and everything will just work. This also works cross-platform.

-

Special Considerations for MFI gamepads on iOS, tvOS, and OSX:

-

Rewired supports many MFI gamepads on iOS, tvOS, and OSX. However, these platforms identify controllers differently so it affects which Joystick Maps are loaded.

-

iOS/tvOS
- All MFI-compatible gamepads are recognized simply as "iOS MFI Gamepad" and will load the "iOS MFI Gamepad" Joystick Maps you've created (if any). All MFI gamepads are supported. Joystick Maps created for specific controllers such as SteelSeries Nimbus will not be loaded and do not apply to iOS/tvOS.

-

OSX
-If "Use Game Controller Framework" is enabled or the Primary Input Source is set to "Game Controller", all gamepads that conform to to the Game Controller Framework "Extended Gamepad" profile (except those that have specific definitions) will be recognized as "iOS MFI Gamepad" and will load the "iOS MFI Gamepad" Joystick Maps. Controllers with specific definitions will not use the "iOS MFI Gamepad" definition but will instead use the specific controller defintion. Controllers with specific definitions include Xbox controllers, Sony Dual Shock 4, and Sony Dual Sense controllers.

-

If "Use Game Controller Framework" is disabled or a Primary Input Source that doesn't support the Game Controller Framework is in use, MFI-compatible gamepads cannot be automatically recognized as such and are identified on an individual basis like any other controller on OSX. Joystick Maps created for the specific controller will be loaded such as SteelSeries Nimbus. Joystick Maps created for the "iOS MFI Gamepad" will not be loaded on OSX.

-

In order to provide coverage for all supported MFI and other gamepads, simply create your Joystick Maps for the Gamepad Template and they will work across platforms. By using the template, you don't have to worry about any of these platform-specific issues.

-

How Input Is Processed by Controller Maps:

-

This diagram illustrates how input received from controllers gets mapped to Actions by the Player class. - This diagram shows one possible example of a more advanced input scheme that you can create with Rewired.

-

The maps in this diagram are based on an input scheme which allows you to switch among various game modes. Only one game mode is active at any one time. The purpose for this is to - allow for different control sets based on the current state of the game. For example, when the user opens a menu, the game mode would change to Menu and all - maps with controls no longer valid in the Menu mode would be disabled. This is achieved through the use of Map Categories. See Enabling and Disabling Controller Maps for information on how to manage game mode switching.

-
    -
  • Gameplay Shared represent controls that are common to all gameplay modes: Infantry, Vehicle, and Airplane. This might include actions such as Fire.
  • -
  • Vehicle represents controls specific to vehicle control.
  • -
  • System represents system controls such as switching to Menu mode, Save, Load, Pause, etc.
  • -
-

In this example, the current game mode is Vehicle, so only maps in the categories Vehicle, Gameplay Shared, and System are currently active.

-

Input Mapping Diagram

-
-

 

-

The two diagrams below show how input from a source controller element is processed by the Controller Maps in Player, returning a result to the calling script. Note that some Controller Maps are disabled, while others are enabled (disabled maps are greyed out). When a Controller Map is disabled, input is not passed through.

-

 

-

-

 

-
-

 

-

This diagram shows in more detail the relationship of Players, Controllers, Controller Maps, Action Element Maps, Controller Elements, and Actions. Specifically, it shows how individual Action Element Maps in the Controller Map serve to bind Actions to Controller elements.

-

 

-

-

 

-
-

 

-

Working with Controller Maps

-

How To's - Enabling and Disabling Controller Maps
-
How To's - Enabling and Disabling Action Element Maps
- How To's - Managing Controller Maps at runtime
- How To's - Saving and Loading Controller Maps

-

Loading Default Controller Maps

-

player.controllers.maps.LoadMap
- player.controllers.maps.LoadDefaultMaps

-

See Also

-

API Reference - Joystick Map
- API Reference - Keyboard Map
- API Reference - Mouse Map
- API Reference - Custom Controller Map

- - -
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- - - - diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/ControllerMaps.html.meta b/Assets/ThirdParty/Rewired/Documentation/Html/ControllerMaps.html.meta deleted file mode 100644 index 3ffe9aed3..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/ControllerMaps.html.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 78b31b54880400c49b790a10cc6a7ec8 -TextScriptImporter: - userData: diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/ControllerTemplates.html b/Assets/ThirdParty/Rewired/Documentation/Html/ControllerTemplates.html deleted file mode 100644 index 73f0e3134..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/ControllerTemplates.html +++ /dev/null @@ -1,386 +0,0 @@ - - - - - -Rewired Documentation | Controller Templates - - - - - - - - - - - - - - - - - - - - - - - - - - -
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- - -

- Controller Templates - -

- - - -

A Controller Template represents a generalized controller layout that applies to all compatible controllers providing a common interface to work with these controllers. When you create a map for a Controller Template, any controller that implements the template will inherit that map automatically without the need for you to create a map specifically for that controller. For example, Rewired comes with a Gamepad Template. When you create a map for this Gamepad Template, you do not need to create individual maps specifically for any of the gamepads listed on this page because they are all covered by the Gamepad Template. This makes is much quicker to create pre-defined controller maps for a huge variety of controllers. Additionally, as more controllers are added to the Template in the future, the map you've already created will work with these new controllers as well.

-

If you have created a map for a Controller Template but still want to make a map for a specific controller that is covered by the Controller Template, just create the map for the specific controller and it will override the map defined in the Template.

-

See this for more information about how Controller Templates relate to Controller Maps.

-

Controller Templates can also be accessed at runtime through scripting for a variety of purposes.

-

For information about which controllers are compatible with which Controller Templates, please see Supported Controllers.

-

Supported Controller Elements:

-
    -
  • All controller elements mappable on a Controller Template are not guaranteed to exist on every compatible controller.
  • -
  • All controller elements on a controller are not guaranteed to be supported on every platform and input source. Which elements are supported is up to the specific input API in use for the controller.
  • -
  • If a controller element does not exist on a controller or if that element is not supported on a specific platform and input source, no Action mapping will be created in the final runtime Controller Map for that element.
  • -
  • All elements on a controller are not guaranteed to be mappable by a Controller Template. If a controller contains elements that are not supported by the template, you must create a Controller Map for that specific controller, overriding the template, if you want to map Actions to these unsupported elements.
  • -
-

 

-

Gamepad Template:

-

The Gamepad Template allows you to make a map which will cover all of the gamepads listed here.

-

NOTE: Do not be confused and assume that the Gamepad Template will apply to and work with every gamepad in existence. The Template only applies to and works with recognized gamepads that have controller definitions. There is no possible way to create a system that can automatically recognize and map all gamepads, steering wheels, flight controllers, or any other type of device because the required information to do this simply does not exist in the USB or HID data provided by the device. Only devices that have controller definitions can work with the Template system.

-

The element names of the Gamepad Template are generalized because not all gamepads use the same names for all elements. Note that even though the Template element names are generalized, during gameplay, Rewired will use the controller's element's actual name instead of the generalized name. For example, an XBox 360 controller will report "A" instead of "Action Bottom Row 1" for the green button.

-

To avoid confusion when mapping the Gamepad Template, refer to the following element naming guide:

-

Rewired Gamepad Template Name Guide

-

Scripting Reference:

- -

 

-

Racing Wheel Template:

-

The Racing Wheel Template allows you to make a map which will cover all of the wheels listed here. No diagram exists showing the elements visually because there is no generally accepted universal racing wheel layout as there is for gamepads. The element names should be straightforward enough to understand what they would map to on a device.

-

Scripting Reference:

- -

 

-

Hotas Template:

-

The HOTAS Template allows you to make a map which will cover all of the HOTAS devices and flight sticks listed here. No diagram exists showing the elements visually because there is no generally accepted universal HOTAS layout as there is for gamepads. The element names should be straightforward enough to understand what they would map to on a device.

-

Scripting Reference:

- -

 

-

Flight Yoke Template:

-

The Flight Yoke Template allows you to make a map which will cover all of the flight yokes listed here. No diagram exists showing the elements visually because there is no generally accepted universal flight yoke layout as there is for gamepads. The element names should be straightforward enough to understand what they would map to on a device.

-

Scripting Reference:

- -

 

-

Flight Pedals Template:

-

The Flight Pedals Template allows you to make a map which will cover all of the flight pedals listed here. No diagram exists showing the elements visually because there is no generally accepted universal flight pedal layout as there is for gamepads. The element names should be straightforward enough to understand what they would map to on a device.

-

Scripting Reference:

- -

 

-

6 DoF Controller Template:

-

The 6 DoF Controller Template allows you to make a map which will cover all of the 6 DoF controllers listed here.

-

The primary elements of the 6 DoF Controller Template are the 6 axes which can be used to retrieve 3D directional and rotational input:

-
    -
  • Horizontal (Position X)
  • -
  • Vertical (Position Y)
  • -
  • Forward/Back (Position Z)
  • -
  • Rotate X
  • -
  • Rotate Y
  • -
  • Rotate Z
  • -
-

No diagram exists showing the elements visually because there is no generally accepted universal 6 DoF controller layout as there is for gamepads. The element names should be straightforward enough to understand what they would map to on a device.

-

Scripting Reference:

- -

 

-
-

Scripting

-

Generally, you define Controller Maps for the Controller Template in the Rewired Editor, and when a user connects a compatible controller, it just works. You don't need to write any extra code to make Controller Templates work, nor do you even need to be aware they exist outside of creating the Controller Maps in the Rewired Editor. However, for some special cases, it can be useful to have access to the Controller Template at runtime through scripting. You can skip this entire section if you do not anticipate needing to work directly with Controller Templates in code.

-

Controller Templates can be accessed at runtime through scripting for a variety of purposes such as to display generalized Controller Template UI glyphs for a controller or to get input from the Controller Template elements directly.

-

 

-

Accessing Controller Templates:

-

Each Controller has a list of Controller Templates that it implements. The following shows various ways of accessing them:

-
-// Get the first Controller assigned to the Player that implements Gamepad Template
-var controller = player.controllers.GetFirstControllerWithTemplate<IGamepadTemplate>();
-
-// Get the Gamepad Template from the Controller
-var gamepad = controller.GetTemplate<IGamepadTemplate>();
-
-// Get a list of all Controller Templates of a particular type in all Controllers found on the system
-var gamepads = ReInput.controllers.GetControllerTemplates<IGamepadTemplate>();
-
-// Iterate through all Controller Templates implemented by a Controller
-for(int i = 0; i < controller.templateCount; i++) {
-    Debug.Log(controller.name + " implements the " + controller.Templates[i].name + " Template.");
-}    
-

Determining if a Controller implements a particular Controller Template:

-

Sometimes it can be useful to know whether a Controller implements a particular Controller Template. This can be done as follows:

-
-// Check whether the Controller implements the Controller Template type
-if(controller.ImplementsTemplate<IGamepadTemplate>()) {
-    // Controller implements IGamepadTemplate
-}
-
-// You can also just try to get the Template directly and check if the result is null
-var gamepad = controller.GetTemplate<IGamepadTemplate>();
-if(gamepad != null) {
-    // Controller implements IGamepadTemplate
-}
-

Getting input directly from Controller Templates:

-

Normally, you would use the Player-Action system to get input, but you can also get input values directly from the elements in a Controller Template if you choose. Each Controller Template interface has a list of elements accessible through scripting. The following illustrates the process:

-
-// Get the Gamepad Template from the Controller
-IGamepadTemplate gamepad = controller.GetTemplate<IGamepadTemplate>();
-
-// If the result is null, the Controller does not implement the Gamepad Template
-if (gamepad == null) continue;
-
-// Read values directly from the elements
-// Note that most elements on the Gamepad Template have aliases
-// available such as a, b, x, y, back, start for elements which correspond to
-// Xbox controller naming standards for your convenience.
-// The standard names of actionBottomRow1, leftShoulder2, etc., are also available.
-Vector2 moveVector = gamepad.leftStick.value;
-Vector2 lookVector = gamepad.rightStick.value;
-float fire = gamepad.rightTrigger.value;
-// Any Axis can also be queried as a Button using the AsButton convenience property
-bool fireJustPressed = gamepad.rightTrigger.AsButton.justPressed;
-bool punch = gamepad.b.justPressed;
-bool reload = gamepad.y.justPressed;
-bool aim = gamepad.leftStick.press.value;
-bool jump = gamepad.x.justPressed;
-bool start = gamepad.start.justPressed;
-bool up = gamepad.dPad.up.value;
-bool down = gamepad.dPad.down.value;
-Vector2 dPadVector = gamepad.dPad.value;
-

Interface vs concrete class:

-

Controller Templates are exposed as both a concrete class and an interface. You should always use the interface when interacting with the API. The concrete class is only exposed for its static members (element identifier id constants, type guid, etc.)

-
-// Each Controller Template concrete class lists public
-// constants for accessing the various elements should you need them
-int id = GamepadTemplate.elementId_leftStickX;
-id = GamepadTemplate.elementId_leftStickY;
-id = GamepadTemplate.elementId_rightShoulder;
-
-// The GUID is also available
-Guid guid = GamepadTemplate.typeGuid;
-

Getting a Controller Template Element from a Controller Action mapping:

-

If you want to determine the Controller Template Element that corresponds to a Player-Action mapping in a Controller Map, it can be converted to a Controller Template Element Target by using the method IControllerTemplate.GetElementTargets.

-
int count = template.GetElementTargets(actionElementMap, results);
-

This gets what Controller Template Elements the Action Element Map is pointing to. -Note that this may return two targets in some rare cases where the Action Element Map - binds to multiple elements on the Template such as the Racing Wheel template which has Shifer 1-10 and Reverse Gear, two of which may be bound to the same Controller element. - Two elements would also be returned if two Template Buttons are mapped to both poles of a single Controller Axis.

-

A more complete example can be found in the Gamepad Template UI example.

-

Controller Template Element Sources:

-

Each Controller Template Element points back to a Controller Element where input values are actually drawn from. This information can be found in the IControllerTemplateElement.source property. The source type can be determined using the IControllerTemplateElementSource.type property and then cast to the appropriate IControllerTemplateAxisSource or IControllerTemplateButtonSource.

-

Saving and loading Controller Template mappings:

-

Normally, Controller mappings are saved on a per-controller-type basis. However, it is possible to save and load mappings for a Controller Template instead. You would do this if you wanted all Gamepads for example to share saved control mappings instead of each having its own saved data. This would allow you to, for example, map and save on an Xbox 360 Controller, then when plugging in a Sony Dual Shock 4, it would inherit those mappings created for the Xbox 360 Controller.

-

Controller Maps always exist per-device, but you can convert the Controller Map to a Controller Template Map before saving. After loading, you convert it back to a Controller Map and load it in the Player:

-
-// Quick Example
-
-// Convert Controller Map to a Controller Template Map and then export to XML
-string xml = controllerMap.ToControllerTemplateMap<IGamepadTemplate>().ToXmlString();
-
-// Convert exported Controller Template XML to a Controller Map again
-ControllerMap controllerMap = ControllerTemplateMap.FromXml(xml).ToControllerMap(joystick);
-
-// Load it in the Player
-player.controllers.maps.AddMap(joystick, controllerMap);
- -
-// More detailed example below showing using the first implemented Controller Template
-// instead of the using Gamepad Template specifically.
-
-// Saving
-if(controller.templateCount > 0) {
-
-    // Get the first Controller Template implemented by this Controller
-    IControllerTemplate template = controller.Templates[0];
-
-    // Convert the Controller Map to a Controller Template Map
-    ControllerTemplateMap templateMap = controllerMap.ToControllerTemplateMap(template.typeGuid);
-
-    // Export the Controller Template Map to XML
-    string xml = templateMap.ToXmlString();
-
-    // Save the XML
-}
-
-// ...
-
-// Loading
-foreach(Joystick joystick in player.controllers.Joysticks) {
-
-    if (joystick.templateCount == 0) continue; // this Joystick does not implement any Controller Templates
-    
-    // Get the first Controller Template implemented by this Controller
-    IControllerTemplate template = controller.Templates[0];
-
-    // Call some method to get the Xml for the template
-    string xml = GetXml(player, joystick.Templates[0]);
-
-    // Create the Controller Template Map from XML
-    ControllerTemplateMap templateMap = ControllerTemplateMap.FromXml(xml);
-    if (templateMap == null) continue; // failed to load from xml, skip
-
-    // Convert to a Controller Map and add it to the Player
-    player.controllers.maps.AddMap(joystick, templateMap.ToControllerMap(joystick));
-}
-

-

Viewing a default Controller Template Map when no Joystick is attached:

-

If you need to see what a Controller Template's elements are mapped to without a Joystick attached that implements that Template, you can get an instance of a default Controller Template Map as defined in the Rewired Input Manager as follows:

-
ReInput.mapping.GetControllerTemplateMapInstance(GamepadTemplate.typeGuid, categoryId, layoutId);
-

This will return a Controller Template Map which will show the default bindings in a particular Map Category and Layout. Note that this will not load any data from saved user XML/JSON, so if your users have remapped their controls and you've saved that information, this will not be reflected in the returned map. You would have to load the saved map from data storage in order to see the user-modified bindings.

-

Limitations:

-
    -
  • It is not possible to allow the user to map and apply a Controller Template to an Unknown Controller (or any other incompatible Controller) during runtime at this time.
  • -
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- - -

- Controllers - -

- - -

A Controller is a virtual object that represents a physical or virtual controller of some type. Each Controller object contains a list of elements (buttons, axes, etc.) each of which represents a physical or virtual element on a controller. While you can access element input values directly from the Controller object, generally there is little reason to do this in Rewired because you normally access input through Rewired's Player-based, Action-driven input system instead.

-

Controller Types

-

The controller types in Rewired are:

- -

Different controller types have some differences in the way they are used by Players to determine input values.

-

Joysticks

-

Joysticks are the most common Controller type and include most external non-mouse, non-keyboard USB or Bluetooth input peripherals that are connected to the system. (Certain exotic device types cannot be seen as Joysticks by Rewired.) Joysticks may come in various forms such as gamepads, flight sticks, steering wheels, balance boards, etc.

-

When a controller is attached to the system, Rewired will attempt to identify that controller and load a hardware definition. If a hardware definition is found, it will have human-readable element names, standardized axis directions, can have default mappings created for it in the Rewired Editor so your players can just connect and go, and even may be compatible with a Controller Template for even quicker mapping. Please see Supported Controllers for more information about recognized controllers. For all other controllers that are not recognized, see this for more information.

-

Joystick Assignment
- In order to use a Joystick in Rewired's Player-based system, first the Player which should be in control of the Joystick must have that joystick assigned. (See Joystick Auto-Assignment.) Once the Joystick is assigned to the Player, Rewired will attempt to load any Joystick Maps for that Player from the defaults assigned to the Player in the Rewired Input Manager for the particular Joystick in question. The Player will then use that Joystick as one of its input sources when calculating the values of its input Actions provided the Player also has one or more Joystick Maps which map joystick elements to Actions. (See Controller Maps for more information.) A Player may have any number of Joysticks assigned, and Joysticks may be shared among any number of Players (this is rare.)

-

Joysticks can be assigned and removed from a Player via scripting (see here for more information), but it is more common to allow Rewired to automatically assign Joysticks to Players.

-

Joystick Auto-Assignment

-

By default, Joysticks will be assigned to Players (excluding the System Player) automatically based on the Joystick Auto-Assignment settings in the Rewired Editor - Settings. These settings allow you to change various options for how Joysticks are auto-assigned to Players based on the needs of your game. Joystick auto-assignment can be disabled if you'd prefer to assign joysticks manually through scripting. Joystick auto-assignment can also be selectively disabled per player in the Rewired Editor and via scripting.

-

Note: One common issue that arises is when you connect multiple controllers and want a single Player to be able to use any of the connected controllers. Based on the default settings, Rewired will assign only one controller per-Player. In order to allow auto-assignment of multiple Joysticks to the same Player, Max Joysticks Per Player must be raised to a value greater than 1. All these settings are configurable and have descriptions as to their function.

-

Joystick Maps
- Please see Controller Maps - Joystick Maps for more information.

-

Joystick Connect and Disconnect Events
- You can detect when a Joystick is connected or disconnected through the use of events. See How To's - Receiving joystick connect and disconnect events for more information.

-

Checking for Joysticks at the Start of the Game

-

Please see How To's - Receiving Joystick connect and disconnect events for important information.

-

Identifying Joysticks

-

Please see How To's - Identifying recognized Joysticks.

-

 

-
-

Keyboard

-

The keyboard works similarly to Joysticks in many ways, but there are a few notable differences:

-
    -
  • At the present time, Rewired only supports a single, universal keyboard. Multiple keyboards attached to the system will simply act as a single keyboard.
  • -
  • Keyboards do not send connect/disconnect events.
  • -
-

Keyboard Assignment
-Similar to Joysticks, the Keyboard must be assigned to a Player before that Player can use it for input. However, the method of assigning the Keyboard to a Player differs from Joysticks.

-

To allow a Player access to the keyboard at the start of your game, you should ensure that "Assign Keyboard on Start" is checked in the Rewired Editor - Players page. (The keyboard is assigned to all Players on start by default.)

-

To assign the keyboard manually via scripting:

- -

Keyboard Maps
- Like Joysticks, a Player will only be able to return input values for keyboard keys if the Player has one or more enabled Keyboard Maps assigned. Please see Controller Maps - Keyboard Maps for more information.

-

 

-
-

Mouse

-

The mouse also works similarly to Joysticks in many ways, but there are a few notable differences:

-
    -
  • At the present time, Rewired only supports a single, universal mouse. Multiple mice attached to the system will simply act as a single mouse.
  • -
  • Mice do not send connect/disconnect events.
  • -
-

Mouse Assignment
- Similar to Joysticks, the Mouse must be assigned to a Player before that Player can use it for input. However, the method of assigning the Mouse to a Player differs from Joysticks.

-

To allow a Player access to the mouse at the start of your game, you should check "Assign Mouse on Start" in the Rewired Editor - Players page.

-

To assign the mouse manually via scripting:

- -

Mouse Maps
- Like Joysticks and the Keyboard, a Player will only be able to return input values for mouse input if the Player has one or more enabled Mouse Maps assigned. Please see Controller Maps - Mouse Maps for more information.

-

 

-
-

Custom Controllers

-

Please see Custom Controllers for more information.

-

 

-
-

Enabling / Disabling

-

All Controllers can be enabled or disabled via scripting by setting the Controller.enabled property. Disabled Controllers do not generate any input.

- - -
- -
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Custom Controllers are a type of virtual controller that you can customize, adding as many axes and buttons as you need. A Custom Controller allows you to set your own sources for axis and button input. This could be any type of physical or virtual controller. Anything that can return a float or a boolean value can be used as an element source. Custom Controllers can be used for on-screeen touch controllers and more. (See the example in the Rewired/Examples folder.)

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IMPORTANT NOTE: Custom Controllers are NOT meant to be used to create new HID joystick definitions for controllers that Rewired doesn't automatically recognize and map for you. They are virtual controllers that know nothing but what axis and button data is fed into them by your script. They are entirely separate from the Joystick system, are not auto-assigned, don't generate connect or disconnect events, etc. If you are planning to use a Custom Controller to add support for controller that Rewired can detect but doesn't recognize and automatically map for you, don't -- it's the wrong tool for the job. Instead you want to create a new controller definition for that or else define a Joystick Map for Unknown Controller instead. Custom Controllers can however be used to support devices that do not show up as joysticks such as special controllers that require the use of an SDK (most VR controllers).

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Creating/Editing Custom Controllers

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You create and edit Custom Controllers in the Rewired Editor. See Rewired Editor - Custom Controllers for more information.

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Assigning Custom Controllers to Players

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You assign starting Custom Controllers in the Rewired Editor. See Rewired Editor - Players for more information.

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Custom Controllers, unlike Joysticks, are instantiated for each player. When you add a Custom Controller, the controller will be created on game start and assigned to the Player. If you add the same controller to multiple Players, the Custom Controller will be instantiated for each, therefore setting a Tag on each can be helpful to differentiate the controllers.

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You can also assign and un-assign Custom Controllers via scripting at runtime. This can be useful if you want to detect the presence of a certain type of non-standard controller (some VR controller for example) and auto-assign that to a Player. Assignment of Custom Controllers is similar to assigning Joysticks to Players.

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Instantiating Custom Controllers via scripting

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Normally, Rewired will instantiate the controllers assigned to each Player upon initialization. If you need to instantiate new Custom Controller objects at runtime, they can be instantiated from the pre-defined definitions in the Rewired Input Manager at via scripting using the CreateCustomController methods in ReInput.controllers.

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Updating Element Values

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Element (axes and buttons) values must be updated on the Custom Controller each frame. There are 2 different ways you can do this:

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1) Register for the ReInput.InputSourceUpdateEvent, then when that event fires, push the new values into the elements directly through CustomController.SetAxisValue and CustomController.SetButtonValue.

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2) Set callbacks in the CustomController with CustomController.SetAxisUpdateCallback and SetButtonUpdateCallback. These callback functions will be called during the input update step and you can push the latest values into the element at this time.

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Examples of both methods can be seen in the Touch Controller example in the Rewired/Examples folder.

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Note: Both the InputSourceUpdateEvent and the callbacks may be called more than once per frame. They will be called each time input is updated, which is dependent on the Update Loop setting in the Input Manager. If you're updating input in multiple loops, for example Update and FixedUpdate, the event and the callbacks will be called once for each update loop.

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Examples

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- Custom Platforms - -

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If you need to support additional platforms that Rewired does not support natively, you can do so using the Custom Platform system.You can create custom input managers for joysticks, keyboard, and mouse, and pipe input in from any source.

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Warning: Implementing a custom platform requires expert C# and Unity knowledge. Do not attempt to create a custom platform if you are not an expert or are not willing to read through C# code to understand the concepts. I will not provide any support on any C# or Unity concepts you do not understand.

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The following is a brief overview of the concepts. The primary source of documentation for adding a Custom Platform is the code provided in the Custom Platform example included with Rewired. Refer to this to learn all the details of how to set up a custom platform.

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Code

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The namespace for all classes related to custom platforms is Rewired.Platforms.Custom. You should add a using statement with this namespace in your scripts.

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Concepts

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Custom Platform Input Source

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Manages input devices, reads input from the low-level input API on the platform, pipes input into Rewired, and handles any output (vibration, etc.) if any.

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Create an implementation that extends Rewired.Platforms.Custom.CustomPlatformInputSource.

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Custom Platform Keyboard Input Source

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(optional) Handles keyboard input. Reads low-level keyboard input and pipes input values into Rewired. If no keyboard input source is provided, Rewired will fall back to UnityEngine.Input keyboard handling.

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Optionally create an implementation that extends Rewired.Platforms.Custom.CustomPlatformUnifiedKeyboardSource.

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Additional features include supplying key labels which allows supporting keyboard layouts and localization.

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Custom Platform Mouse Input Source

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(optional) Handles mouse input. Reads low-level mouse input and pipes input values into Rewired. If no mouse input source is provided, Rewired will fall back to UnityEngine.Input mouse handling.

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Optionally create an implementation that extends Rewired.Platforms.Custom.CustomPlatformUnifiedMouseSource.

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Custom Platform Initializer

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Initializes the platform input source on Rewired initialization.

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Create a MonoBehaviour script that implements Rewired.Platforms.Custom.ICustomPlatformInitializer and add the component to the Rewired Input Manager GameObject or a child GameObject of the Rewired Input Manager. When Rewired initializes, the custom platform will be initialized and used as the source of input.

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Custom Platform Hardware Joystick Map Platform Map Provider

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Provides platform-specific, user-defined joystick element mappings for specific joysticks.

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Create a class that implements Rewired.Platforms.Custom.IHardwareJoystickMapCustomPlatformMapProvider.

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Hardware Joystick Map Platform Maps

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User-defined mappings of low-level joystick elements to software Joystick buttons and axes. For each platform, you will need to create maps that map low-level controller elements to Rewired Controller axes and buttons.

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For a basic implmentation (string device name matching only), you can use the built-in HardwareJoystickMapCustomPlatformMapSimpleSO class. Create an instance from the right-click menu:

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  • Create -> Rewired -> Custom Platform -> Simple Joystick Platform Map
  • -
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For more advanced features such as adding custom matching criteria properties, see the example code.

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IMPORTANT: If there is ever any possibility on a platform that a controller could be connected that is not recognized, you must create a platform map for Unknown Controller. This is a definition that defines a long list of axes and buttons that should include enough of each to cover any device that might be used on the platform. It does not have to define all 128 supported buttons and 32 supported axes though. You can define however many elements as needed for the specific platform in question, or however many you want to support as a maximum.

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Controller Extensions

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If you need to provide platform-specific functionality, you can create a custom Controller Extension extending Rewired.ControllerExtensions.CustomControllerExtension to expose any functionality you want through the Controller Extension. You can also implement Rewired.Interfaces.IControllerVibrator to support standard Rewired Player and Controller vibration. You can also implement any of the device-specific interfaces such as IDualShock4Extension or IDualSenseExtension to allow you to use platform-agnostic code for these devices.

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Dependencies

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Windows Standalone

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OPTIONAL: If using XInput or Direct Input, the DirectX End-user Runtimes (June 2010)from Microsoft may need to be installed. You should include this runtime in your game installer. This is not necessary if only using Raw Input or Unity input.

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If XInput is enabled, Rewired can use any of these versions of XInput if they are installed on the system:

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XInput_1_4.dll
- XInput_1_3.dll
- XInput_1_2.dll
- XInput_1_1.dll
- XInput_9_1_0.dll

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Windows Vista, Windows 7, Windows 8, and Windows 10 all come with a version of XInput pre-installed.

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If using Direct Input, the Visual C++ Redistributable for Visual Studio 2015, 2017, and 2019 must be installed.

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SDL2

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If you are using SDL2 as the input source (optional) on any platforms, you must include the appropriate SDL2 libraries in your build package, unless you know the target operating system already provides this library (eg: SteamOS). The library you include and the location in your package in which to place it depends on the target platform and architecture. Failure to include the SDL2 libraries will result in an error being logged and input falling back to Unity input as the source.

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The latest libraries for Windows and OSX can be obtained at the SDL2 website.

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Windows:

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No special steps are required for Unity 5.x+.

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Direct Input on Unity 4.x:
- The free version of Unity 4.x does not support native plugins. A native plugin is required to use Direct Input (optional) as the primary input source on the Windows Standalone platform. If you want to use Direct Input, you will need to manually copy the DLL from Assets/Plugins/x86/Rewired_DirectInput.dll file into the root folder of your project (above the Assets folder). After you make a build, you will need to copy the appropriate Rewired_DirectInput.dll file for your chosen architecture (x86 or x64) into a folder called Plugins inside the build folder. This is a hack to get around the Unity 4.x native plugin limitation. Unity 5.x+ does not require this hack.

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OSX: The SDL2 website does not include an SDL2 bundle, which is the format that Unity requires if you are to include a native OSX library in the Unity project's Plugins folder. You will either have to build the bundle manually, or use the bundle included with Rewired.

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Linux: To include SDL in the game build, you must place the libSDL2-2.0.so.0 file in same location as the executable game file. Placing the library in the data folder in Plugins, Plugins/x86, Plugins/x86_64 or Mono or its sub-directories will not work. For 32-bit builds, you must copy the library in the Plugins/x86 folder and for 64-bit builds, copy the library in the Plugins/x86_64 folder.

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Rewired includes pre-built SDL2 libraries for each platform, but they must be installed manually through the menu option:

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  • Window -> Rewired -> Setup -> Install Libraries -> SDL2
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For Linux, after installing the libraries above, you can copy the libSDL2-2.0.so.0 file from the Assets/Plugins/x86 or Assets/Plugins/x86_64 folder. Unity will automatically copy the Windows and OSX libraries on build to the right locations.

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NOTE: Unity 4.x free does not officially allow you to include native libraries while Unity 5+ does. There are workarounds available for Unity 4.x that involve placing the library in the root folder of your editor project and manually copying the library to your final game build. The exact procedure depends on your target platform. There are resources available by searching the Unity forums. Or contact support for more information.

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Build Minimum OS Version Requirements

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Windows Standalone 
Raw InputUnity base requirements
Direct InputWindows 10 version 1803 (Build 17134)
Windows Gaming InputWindows 10 version 1809 (Build 17763)
  
Windows Universal 
NativeWindows 10 version 1709 (Build 16299)
  
MacOS 
NativeUnity base requirements
Game Controller FrameworkMacOS 10.11
  
Linux 
NativeUbuntu 12.04
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- Rewired Documentation -

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For Rewired version 1.1.57.3

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Essentials:

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  1. Installation - Walks you through the installation process.
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  3. Quick Start - A quick guide showing how to do basic setup. All newcomers to Rewired should follow this tutorial to understand the workflow.
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  5. Basic Usage - Basic guidelines for scripting.
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  7. Deployment - Important notes on deplyoing your game on various platforms.
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  9. Best Practices - Important guidelines on various topics.
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  11. Rewired Editor - Detailed information about the Rewired Input Manager editor.
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  13. API Reference - A complete reference for the Rewired scripting API.
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Concepts:

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The topics in this section are CRITICAL to understanding the Rewired system. Do not skip over these sections! The answers to the vast majority of support questions I receive on a daily basis are already clearly outlined in these topics. It is very important that you take the time to read this information and familiarize yourself with the Rewired system before contacting support for basic usage and conceptual questions.

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Support issues:

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Debug Information is the single most powerful tool to figure out why "it doesn't work." Use it. It allows you to visualize every single Rewired object in the system at runtime including Controller Maps and bindings. Before contacting support asking why something doesn't work, debug your issue using Debug Information.

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Extras:

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Misc:

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How To's:

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FAQ:

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All examples can be found in the Rewired/Examples folder. You should use these examples to learn how to work with the more advanced features of Rewired. More examples will be added in future updates.

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Simple Control Remapping

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(Included for Unity 5.0+)

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NOTE: Rewired includes Control Mapper, a complete, configurable, responsive Unity UI-based control remapping system which can be used directly in your games. You can use it instead of writing your own remapping screen.

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This is a very basic example of control remapping using the InputMapper class. This example only supports 1 Player, 1 Joystick, 1 Controller Map, and 1 mapping per Action, per controller type. No UI windows are used and conflict checking is handled automatically by InputMapper to keep this example small and focused.

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Simple Combined Keyboard Mouse Remapping

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(Included for Unity 5.0+)

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NOTE: Rewired includes Control Mapper, a complete, configurable, responsive Unity UI-based control remapping system which can be used directly in your games. You can use it instead of writing your own remapping screen.

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This is a very basic example of control remapping using the InputMapper class to combine keyboard and mouse bindings into a single column. This is not how -Rewired is intended to work, but because some developers want to present it this way, this example has been provided.
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-This example only supports 1 Player, 1 mapping per Action, and only supports keyboard and mouse input. This example is exclusively meant to illustrate how to use multiple Input Mappers to poll for input on multiple input devices simultaneously. It also illustrates how to handle replacement assignments across controller types and Controller Maps.
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- No UI windows are used and conflict checking is handled automatically by InputMapper to keep this example small and focused.

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Control Remapping 1

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NOTE: Rewired includes Control Mapper, a complete, configurable, responsive Unity UI-based control remapping system which can be used directly in your games. You can use it instead of writing your own remapping screen.

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This example demonstrates how to create a controller remapping screen using legacy Unity's GUI system. The demo shows examples of:

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The example is not meant to be a finished, drop-in controller remapping screen. (If you're looking for that, use Control Mapper.) Many games may not need such a complex setup, and you'll very likely want to replace Unity's legacy GUI with nGUI, Unity's new UI, or another GUI system. You can use this example to learn how to implement each aspect and customize it for your game's needs.

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For a simpler example, see Simple Control Remapping.

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Custom Controllers Touch

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Note: Rewired now includes Touch Controls which can be used directly in your game. See Touch Controls for more information.

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This example shows how to implement Custom Controllers, one possible use of which is on-screen touch controllers. The demo is not meant to be a drop-in touch controller. Use the sample code to learn how to work with Custom Controllers.

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Custom Controllers Tilt

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Note: Rewired now includes a Tilt Control which can be used directly in your game. See Component Controls - Tilt Control for more information.

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This example shows how to handle basic tilt control on a mobile device using a Custom Controller.

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Custom Platform

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(Included for Unity 5.0+)

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This example shows how to add support for platforms that are not natively supported by Rewired. This is an advanced topic and requires expert knowledge in C#.

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See the documentation on this topic.

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Eight Players

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This example shows how to create basic joystick controls for 8 players and how to get input.

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Fallback Joystick Identification

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This example shows how you identify which joystick is which using Unity's input system as the input source on Windows. See Identifying joysticks on Windows fallback or Windows Webplayer platforms for more information.

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Press Start To Join

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This example shows one possible implementation of a "Press Start to Join" joystick assignment system. This is based on the example shown here under Method 1.

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Press Any Button To Join

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This example shows one possible implementation of a "Press Any Button to Join" joystick assignment system. This is based on the example shown here under Method 2.

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Touch Controls 1Touch Controls 1

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This example shows a working touch controller setup including a Touch Joystick, Touch Button, Touch Pad, Touch Region, and a Tilt Control. See Touch Controls for more information on touch controls and Component Controls - Tilt Control for more information on tilt control.

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Example files are located in Rewired/Extras/TouchControls/Examples.

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Touch Buttons 1Touch Buttons 1

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This example shows various configuration options of Touch Buttons. See Touch Controls for more information on touch controls and Component Controls - Tilt Control for more information on tilt control.

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Example files are located in Rewired/Extras/TouchControls/Examples.

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Touch Joysticks 1

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This example shows various Touch Joysticks. See Touch Controls for more information on touch controls.

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Example files are located in Rewired/Extras/TouchControls/Examples.

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Gamepad Template UIGamepad Template UI

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(Included for Unity 5.0+)

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This example shows how determine which Controller Template elements correspond to mapped Actions in a Player, both those that are currently active and those that are mapped. These concepts can be used to display a Controller Template based mapping UI, display Controller Template element names / glyphs instead of Controller-specific element names / glyphs, etc. The same concepts can be used to display help UI using Controller Template elements instead of Controller-specific elements.

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This example is NOT meant to be modified and used in your game. It is only intended to teach the API.

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Gamepad Template UIPlayer Mouse Sprite

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(Included for Unity 5.0+)

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This example shows how to use a Player Mouse through scripting to control as Sprite mouse pointer using any input device.

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Gamepad Template UIPlayer Mouse Unity UI

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(Included for Unity 5.0+)

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This example shows how to use Player Mouse components and the Rewired Standalone Input Module to control 4 mouse pointers using any input device to interact with Unity UI.

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Gamepad Template UIDualShock 4 Special Features

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This example shows how to access the special features on the Dual Shock 4.

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Topics:

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Rewired has limited support for Oculus Touch and HTC Vive controllers. Please see the following sections for more information:

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Also, see Does Rewired support this controller?

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Does Rewired support this controller?

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Usually, this question is asked about exotic controllers such as Arduino, Oculus Touch and Remote, HTC Vive, exotic VR controllers, or some other special-purpose controller that requires its own SDK to use. Rewired does not support such controllers directly. Any use of such controller would require you set up the company's SDK and use a Custom Controller to add support for the device. Even this may not work for all devices. (See this topic for information on limited support for Oculus Touch and HTC Vive / OpenVR.)

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Rewired is not a general-purpose, low-level API for working with any and all HID devices.

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See Supported Controllers for more information.

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Can you/I add support for this controller?

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It depends. Not all controllers are candidates for Rewired's automatic controller recognition system. The controller would have to be evaulated for inclusion.

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Rewired's controller recognition system relies on information returned by the controller in order to be able to recognize it and load a hardware definition. Many times, the identifying information provided by the device is inadequate or too generic to be relied upon for recognition, for example those that show up as "Generic USB Joystick", "USB Gamepad", etc. This is true of a huge number of generic PC gamepads. The manufacturers of these gamepads create dozens and dozens of different products under a large variety of brands, some even with different button layouts, yet all of these devices provide exactly the same identifying USB/HID information (both product name and VID/PID). This makes it impossible to auto-recognize these controllers. If you were to add a controller definition for just one of these controllers, all others that don't match the button layout exactly would report incorrect element names and default mappings in the best case, and would be essentially unusable in the worst case. For these controllers, the only solution is to not provide a controller definition so that they will be treated as Unknown Controller which the user can map manually using Control Mapper or your own custom control remapping system.

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The solution to allowing users to use these kinds of controllers and others without definitions is to give your players a way to remap their controls. It is a must that you have a system to let your player remap their controllers so they can use any controller they want. It is a core feature of Rewired to allow users to be able to use any controller regardless of whether or not it is recognized, including the ability to save and load their configurations. The controller recognition system is only really there as a convenience so that the most common controllers work without manual configuration out of the box, but it is not a substitute for being able to map controllers.

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See How To's - Creating new controller definitions for more information on adding your own controller definitions.

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What platforms does Rewired support?

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See the list of tested platforms here.

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Does Rewired support WiiU?

-

WiiU is not a directly supported platform. In addition, WiiU controllers do not work through UnityEngine.Input so the default fallback mode doesn't work. However, it is possible to support WiiU through the use of Custom Controllers.

-

 

-
-

Does Rewired support Nintendo Switch?

-

Yes, but it requires installation of a separate plugin and is only available to licensed Nintendo developers. Please visit the Nintendo Developer Portal for more information on how to obtain the plugin.

-

 

-
-

Does Rewired support WebGL?

-

Rewired does run on WebGL and includes a native library for WebGL (Unity 5.0+) allowing it to get input directly from the web browser avoid many issues with Unity's input system on WebGL. With the exception of a few of the most common gamepads, most controllers on WebGL will not be recognized automatically are only supported via manual user mapping of controls at runtime through the use of a system like Control Mapper.

-

Even with a native input librarly, controller support on WebGL is problematic at best. Rewired does its best to make things work when possible, but there are many bugs and issues that vary by web browser, version of the browser, operating system, version of the operating system, and drivers in use which simply cannot be fixed by any layer above the web browser itself.

-

A few issues / limitations:

-
    -
  • Some controllers do not work properly or at all on some platforms in some web browsers.
  • -
  • Individual elements on certain controllers may not work properly or at all such as many D-Pads not working, buttons being stuck on permanently, etc.
  • -
  • There is a limit on the number of controllers simultaneously supported that varies depending on the browser in use.
  • -
  • As a security measure by the browser, controllers do not appear to the system until a button is pressed on a controller.
  • -
  • Vibration is not supported. (Support for gamepad vibration in browsers is at the very early experimental stages.)
  • -
-

 

-
-

Does Rewired support touch and gyro/accelerometer control?

-

On-screen touch joysticks
- Rewired comes with set of pre-built touch controls for use directly in your games. For other special needs, you can use the Custom Controller system to pipe in data from any kind of control which you can either build or download from the Unity Asset Store or elsewhere. There is a simple on-screen touch joystick example included with Rewired showing the concept.

- -

Touch swipes and gestures
- Rewired does not include any handling of swipe or gesture recognition. For gestures, if it makes sense to map them to input Actions, you can use the Custom Controller system coupled with a gesture recognizer script/asset and pipe the gestures in as button values in a Custom Controller and then map those buttons to Actions.

-

Gyro and accelerometer input
- Rewired comes with a Tilt Control component which can be used for basic tilt input. It also supports tilt and rotate on the Siri Remote on tvOS, and the gyro on the Sony Dual Shock 4 and Nintendo Joy-Cons (Switch platform only). For any other tilt/motion needs, you can use UnityEngine.Input to get the motion data, process it, and then use that information to feed into a Custom Controller to map certain types of motion to Actions. Rewired also comes with a simple tilt control example.

-

 

-
-

Does Rewired support force feedback?

-

The only forms of force feedback currently supported by Rewired are gamepad vibration and DualSense trigger haptics. Vibration works with certain controllers on certain platforms and input sources.

-

Currently vibration is only supported on the following controllers and platforms and input sources:

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 WindowsOSXLinuxWindows 8.0 & 8.1 StoreWindows 10 UniversalXbox OneXbox Series S/XPlayStation 4PlayStation 5Nintendo SwitchStadia
Xbox 360 Controller
    -
  • XInput
  • -
  • SDL2*
  • -
    -
  • Native
    -
  • -
  • Game Controller Framework
  • -
    -
  • Native
  • -
  • SDL2*
  • -
NativeNative Native
Xbox One Controller
    -
  • XInput
    - (2 of 4 motors supported)
  • -
  • Windows Gaming Input
    - (All motors supported)
  • -
  • SDL2*
  • -
    -
  • Native
    - (2 of 4 motors supported)
    -
  • -
  • Game Controller Framework
  • -
NativeNative
- (2 of 4 motors supported)
Native
- (All 4 motors supported)
Native
- (All 4 motors supported)
Native
- (All 4 motors supported)
Native
Xbox One S Controller
    -
  • XInput
    - (2 of 4 motors supported)
  • -
  • Windows Gaming Input
    - (All motors supported)
    -
  • -
  • SDL2*
  • -
Game Controller FrameworkNativeNative
- (2 of 4 motors supported)
Native
- (All 4 motors supported)
Native
- (All 4 motors supported)
Native
- (All 4 motors supported)
Native
Sony DualShock 4Raw Input
- (Enhanced Device Support required)
Native NativeNative
Sony DualSenseRaw Input
- (Enhanced Device Support required)
Native
- (Enhanced Device Support required for haptic triggers)
 NativeNative
Nintendo Joy-Cons Raw Input
- (Enhanced Device Support required)
Native
- (Enhanced Device Support required)
Native Native
- (All motors and features supported)
Nintendo Pro ControllerRaw Input
- (Enhanced Device Support required)
Native Native
- (All motors and features supported)
Native
Stadia Controller Native
-

 

-

* SDL2 does not support separate motor speed values, so all motors are treated as a single motor.

-

 

-
-

Does Rewired support framerate-independent input?

-

Not at the present time. If framerate-independent input were to be supported in the future, it would only allow you to access a queue of Action events that took place over the last frame for analysis and not the ability to instantly respond to input events that occur in the middle of the current frame. This is because if you were to use any of the Unity API in response to an event that was triggered from another thread, Unity would throw an exception or crash because the entire Unity API is not thread-safe and can only be accessed via the main thread. This means you could not, for example, move the camera instantaneously based on a mouse input event that occured in the middle of the current frame in order to reduce input latency. Unity would just throw an exception when you tried to modify anything on the Camera, Transform, or any other component from another thread.

-

 

-
-

Can't Fixed Update be used for low-latency input at low frame rates?

-

It is sometimes suggested to me that if you were able to get and process fresh input values in Fixed Update, games running at low frame rates could maintain responsive input because Fixed Update runs at 60 fps even when the game is only running at 20 fps. This sounds reasonable on the surface, but it's not true. In order to understand why, you need to understand how Fixed Update works.

-

Fixed Update is not a fixed-time-step update. It is a simulation of one.

-

It is true that over 1 second, Fixed Update will attempt to run at the specified rate -- 60 fps, for example.
- Depending on the current main thread update rate, Unity will execute 0, 1, or multiple Fixed Update frames for every Update frame it executes. These Fixed Update frames are executed on the same thread as Update immediately before Update is executed. It varies the number of Fixed Update frames it executes per frame to try to maintain the desired rate over 1 second of time (60 fps).

-

The most important thing to understand is that these Fixed Update frames are not actually spaced out over time in increments of 1/60th of a second. When multiple Fixed Update frames are executed sequentially in a frame (when the render frame rate is lower than physics time step), several Fixed Update frames are rendered back-to-back as fast as the CPU will possibly allow. This can easily be illustrated by timing frame time delta of Fixed Update frames using Time.realtimeSinceStartup. You will see the value is an extremely tiny number, not the expected 0.1667 seconds you should see at 60 fps. Physics and other code that uses the time or delta time value work corretly because the Time class reports the simulated delta time of 0.1667 seconds, not the actual delta time of a CPU speed and workload dependent value.

-

So over the course of a single render frame, the time window for recording input changes using Fixed Update is equal to the actual time it takes for those Fixed Update frames to execute, not the simulated time. In most cases, the actual time elapsed across successive Fixed Update frames is so short as to be completely useless to get any useful input data. For the entire remainder of the render frame (Update, Vsync, etc.), no new input values can be sampled. This is the reason Fixed Update is totally unsuitable for solving the input latency problem.

-

 

-

Fixed Update Explanation

-

 

-
-

Does Rewired support multiple independent mice and keyboards?

-

Not at this time. Multiple mice will act as one mouse and multiple keyboards will act as one keyboard.

-

 

-
-

Where is Rewired's input configuration data saved?

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In each Rewired Input Manager game object as serialized data. See Input Manager for more details.

-

 

-
-

How can I copy my input configuration to another project?

-

See How To's - Copying input configuration to another project.

-

 

-
-

How do you consume/use an input?

-

There is no "consume" or "use" concept in Rewired. You cannot change or override - the final Action input values because they are set by the hardware events and then calculated - based on combined values of all input sources that contribute to that Action.
-
- This question is almost always asked due to the desire to use the input system as part of in-game player state/permission management. For example, you should not think of - Rewired's Player.GetButtonDown as a flag denoting "game player is now firing". It - should be thought of as a signal of the user's intent entirely separate - from the game simulation. GetButtonDown("Fire") is equal to "the user wants - to fire". Whether or not the game player is allowed to fire at that moment is a - game player state management issue and needs to be handled in your game - code.

-

"User wants to fire" -> If "game player is allowed to fire" -> then "fire".

-

Using Rewired or any input system as an integral part of game state or permission management - is not a correct usage. This way there is no need for something like - consuming input and injecting your game state permission management into the input - system.

-

 

-
-

I don't like using visual editors and like to code everything myself. Can I use Rewired without using the Rewired Editor?

-

Generally, no. The Rewired Editor is the heart of Rewired. The entire Player-Action system is dependent on data configured in the editor before runtime. If you want to use Rewired's Player-Action system (Controller Maps, etc.), you must configure the data using the Rewired Editor.

-

The only way you could use Rewired without using the Rewired Editor to configure data is if you completely ignore the entire Player-Action system and read input directly from the Controllers, largely defeating the purpose of using Rewired.

-

If you want to manage and configure every single thing in code instead of in an editor or you don't want to rely on Unity's serialization system for storing this data, you should use a different input system.

-

 

-
-

Can I create new Players, Actions, Controller Map definitions, Input Behaviors, and other data managed by the Rewired Editor through scripting in the Unity Editor instead of using the Rewired Editor?

-

No. The Rewired Editor is the only supported way to configure the data stored in the Rewired Input Manager. The API for modifying this data through scripting is undocumented and partially internal. Rewired's data is intended to be configured using the Rewired Editor, not through scripting.

-

Do not mistake this for meaning you cannot change settings and bindings at runtime. The developer-defined data stored in the Rewired Input Manager is static at runtime and cannot be changed, but the live instances created from that static data can certainly be changed at runtime through scripting. (Live instances include Players, Controller Maps, Input Behaviors, Rules and Rule Sets, etc.)

-

 

-
-

Can I create new Players, Actions, Controller Map definitions, Input Behaviors, and other data managed by the Rewired Editor at runtime?

-

No. The majority of data stored in the Rewired Input Manager is totally static at runtime (everything except settings). Upon initialization, Rewired instantiates all objects in the system including Players, Actions, Input Behaviors, Controller Maps, Custom Controllers, Rules and Rule Sets, etc. based on what you've configured in the editor. The static data in the Rewired Input Manager cannot be changed at runtime. This means you cannot define new Actions, Players, Input Behaviors, etc. at runtime. However, the live instances of these objects (Players, Controller Maps, etc.) can be modified at runtime through scripting, and can even be saved to XML/JSON and reloaded at runtime. This means you can change controller bindings and various other properties at runtime and have those changes persist to the next game session.

-

You could think of the data stored in the Rewired Input Manager as the "parent" data (similar to the Prefab system in Unity) and the runtime Players, Controller Maps, etc., as instances of their parent. The parent cannot be changed at runtime, but the instances can. Parent data (Players, Actions, etc.) can only be created or modified at edit time in the Rewired Editor.

-

 

-
-

My joystick's dead zone is too large/small. How do I change it?

-

Rewired includes default dead zones for every recognized joystick. They are - built into the hardware definition for each joystick and specified - per-platform, per-input source. These defaults should not be changed because they - will be overwritten when you update Rewired. There is not currently a means of non-destructively overriding default hardware definition settings per-device.
-
- Controller dead zones are very individualized to each physical joystick and - can vary due to manufacturing, wear and tear, etc. As such, you should not - simply set an extremely large default dead zone if your joystick drifts. Instead, you need to allow - your users to set their own dead zone specific to their joystick. Rewired - allows you set all kinds of calibration information for joysticks through - scripting. See How To's - Calibrating controller axes for more information. You can see this implemented in both the ControlRemappingDemo1 and Control Mapper.
-
- Using Control Mapper in your game will give users the option to remap and - calibrate their controllers.

-

 

-
-

How can I bind one Action to a button short-press and another Action to a long-press?

-

That would require the ability to bind an Action to a gesture, a gesture being an event triggered when some element value changes over time matching some pre-defined pattern. Rewired does not support this at the present time.

-

There are dozens of potential gestures that one could possibly want to handle for every type of controller element (axes especially). Rewired does not provide any binding of Actions to gestures. Action bindings are only to controller elements. That Action can then be queried for axis value, button on, button off, button just pressed, button just released, button double clicked, button short pressed, and button long pressed events. The Action bindings are not bound to gestures but to the button/axis element, and the Action can then be queried for those events listed above.
-
- Allowing binding Actions to gestures such as "short press X", "press and hold X", etc. would greatly complicate user control rebinding. It would also complicate the Rewired editor requiring potentially dozens of options per supported gesture type (timings, activation exclusivity, cancellation behaviors, etc.) Because of the vast number of possible variables, these things are better handled in code based on the individual needs of the game in question.
-
- A gesture recognition and binding system would likely have to be an entirely separate layer on top of Rewired's current system. Gesture recognition and Action binding are not currently planned features.

-

 

-
-

Can the Nintendo WiiU 4-player adapter be used without requiring users to install a driver?

-

It is not possible. The Nintendo WiiU adapter is not a standard HID device and cannot use the default Windows HID driver. This is an issue with the device because it was not designed for use on Windows / PCs. It cannot be used by any program without a 3rd party driver installed that can make it appear as a standard HID device. There is no way around this.

-

 

-
-

Does Rewired support the official Nintendo WiiU adapter on desktop platforms?

-

Rewired does not provide extended support for the Nintendo WiiU adapter.
-
- As it states there: -
- Any controller which does not have a hardware definition will be usable only - through user mapping or by mapping actions to numbered axes and buttons in - the Unknown Controller map. These unrecognized controllers can only be - supported if you provide your users a way to remap their controls, such as - by using the included Control Mapper or by creating a custom control - remapping screen. If you do not provide users with a way to map their - controls, only the above listed recognized controllers will be usable. If - you do provide your users a way to map their controls, virtually any - controller will be usable.
-
- The Nintendo WiiU adapter does not have an official driver and cannot be - used without some form of hack or 3rd party driver. - This device cannot even be detected without a HID driver. If you look at the Dolphin - Wiki, which is where most people use this adapter, you'll see several - methods to make it work in Dolphin.
-
- All of these methods are hacks and none of them can provide any proper - identifying HID information which could be used to make a controller - definition for automatic recognition. There is no official or generally-used driver for this device that would identify it explicitly as a Nintendo WiiU Adapter, so it is not a candidate for - automatic controller recognition.
-
- If you've provided a way to remap and assign controls to your users, they - should be able to use the device through user assignment and mapping as long - as they've gone through all the steps to set up the driver to make it be
- recognized as a HID device.
-

-

 

-
-

Can Rewired set the mouse cursor position?

-

No. Rewired does not allow you to set the OS mouse cursor position on any platform.

-

You can use Player Mouse to move one or more sprite-based cursors with a joystick, keyboard, etc.

-

 

-
-

Can I get the Rewired source code?

-

There is no source code licensing option at this time. If having the source code is critical to your project, you should not purchase Rewired.

-

 

-
-

What does "this extension requires one licence per seat" mean?

-

The EULA terms are defined by the Unity Asset Store EULA. See Appendix I for information on assets purchased through the Unity Asset Store. Specifically Appendix I, section 2.3 outlines terms for all editor extension assets.

-

Rewired is only sold on the Unity Asset Store and the license is bound by these terms as created and defined by Unity. I do not have legal authority to interpret these terms in any other way except as written and defined by the Unity Asset Store EULA. I cannot provide further clarification of or exceptions to these terms.

-

Please contact Unity for clarification of or questions about the EULA terms.

-

 

-
-

Do you offer educational or bulk license discounts?

-

Rewired is sold only through the Unity Asset Store, therefore there are no other licensing options but what is available through the Unity Asset Store.

-

 

- - - -
- -
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- - - - diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/FAQ.html.meta b/Assets/ThirdParty/Rewired/Documentation/Html/FAQ.html.meta deleted file mode 100644 index 774357c27..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/FAQ.html.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 0c2de4bc48144ef4191e82747e4c5e11 -TextScriptImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/Glyphs.html b/Assets/ThirdParty/Rewired/Documentation/Html/Glyphs.html deleted file mode 100644 index 7a3dce1aa..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/Glyphs.html +++ /dev/null @@ -1,871 +0,0 @@ - - - - - -Rewired Documentation | Glyphs - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - -
- - - -
- - - - - - - -
- - -

- Glyphs - -

- - - -

As of version 1.1.56.0, Rewired includes a glyph system that can be used to display glyphs for controller elements. Rewired comes with a default set of glyphs for some commonly-used controllers and components to display them in Unity UI. (Unity 5+)

-

The glyph system was written to be highly customizable. The included glyph sets use Unity's Sprite and Unity UI, but the system could be modified to use any data format or UI system (advanced developers only).

-

Some glyphs

-

Contents

- -

 

-
-

Installation

-

Install the Glyphs pack from the menu:

-
    -
  • Window -> Rewired -> Extras -> Glyphs -> Install
  • -
-

Rewired will automatically install an additional addon pack if Text Mesh Pro is installed in the project. If you installed the glyphs pack before Text Mesh Pro was installed, you will be unable to use features that are dependent upon Text Mesh Pro. After installing Text Mesh Pro, install the glyphs pack again.

-

Uninstalling

-

Delete the Rewired/Extras/Glyphs folder.

-

 

-
-

Quick Setup

-

Add the Glyph Provider component to the Rewired Input Manager (or a child object) by selecting the Game Object and from the menu:

-
    -
  • Component -> Rewired -> Glyphs -> Glyph Provider
    -
  • -
-

This will add the component and automatically assign the default glyph collection.

-

Displaying Glyphs -

-

To display a glyph, select a Canvas (or child of Canvas) and create a Unity UI Player Controller Element Glyph from the menu:

-
    -
  • GameObject -> Create Other -> Rewired -> Glyphs -> Unity UI -> Unity UI Player Controller Element Glyph
  • -
-

Set the required inspector options:

-
    -
  • Player Id: The id of the Player.
  • -
  • Action Name: The name of the Action.
  • -
  • Action Range: The range of the Action for which to show glyphs / text. This determines whether to show the glyph for an axis-type Action (ex: Move Horizontal), or the positive/negative pole of an Action (ex: Move Right). For button-type Actions, Full and Positive are equivalent.
  • -
-

Or, see this to display glyphs inline in Text Mesh Pro text.

-

 

-
-

Namespace

-

All Glyph-related classes are in the Rewired.Glyphs namespace.

-
using Rewired.Glyphs;
-// If using Unity UI classes
-using Rewired.Glyphs.UnityUI;
-

 

-
-

Important Classes

-
    -
  • ReInput.GlyphHelper - Provides access to all glyph-related members. Access via ReInput.glyphs.
  • -
-

 

-

-
-

Glyph Provider

-

The glyph provider is responsible for performing a string key lookup and returning a glyph. A glyph provider is required to use the glyph system.

-

Any class that implements Rewired.Interfaces.IGlyphProvider can be used as the glyph provider by assigning it to ReInput.glyphs.glyphProvider. The GlyphProvider component implements this interface and sets itself as the glyph provider in OnEnable. (The glyph provider should always null the ReInput.glyphs.glyphProvider property when no longer needed, usually in OnDisable.)

-

If you want to implement your own glyph provider, you can extend the GlyphProvider class, or create a new class that implements Rewired.Interfaces.IGlyphProvider.

-

GlyphProvider

-

The GlyphProvider component is the default implementation of a glyph provider.

-

Add the Glyph Provider component to the Rewired Input Manager (or a child object) by selecting the Game Object and from the menu:

-
    -
  • Component -> Rewired -> Glyphs -> Glyph Provider
  • -
-

Inspector

-

Glyph Provider Inspector

- - - - - - - - - -
Prefetch

Determines if glyphs should be fetched immediately in bulk when available. If false, glyphs will be fetched when queried.

-

By default, glyphs are fetched on an as-needed basis. That is, no key lookup is done until the glyph is first displayed. If you want all keys for connected devices to be loaded in bulk, set prefetch to true in the Glyph Provider inspector, or in code, ReInput.glyphs.prefetch = true. Controllers that are not presently connected cannot have their glyphs prefetched, but if prefetch is enabled, all glyphs for that controller will be fetched when it is connected.

Glyph Set Collections

A list of glyph set collections. At least one collection must be assigned.
-

-

 

-

Caching

-

Glyphs are cached when returned from the glyph provider. This prevents wasting CPU resources by constantly doing expensive string key lookups. The glyph cache can be cleared by calling ReInput.glyphs.Reload. The cache will also be cleared automatically after setting a new glyph provider.

-

Changing Glyphs at Runtime

-

You might want to create a different set of glyphs to display different characters for keys on for the specific language of keyboard in use, for example. You can create your own Glyph Set and swap out glyphs based on the current keyboard in use. (Note: Rewired does not provide any keyboard layout or locale information from the operating system on any platform. This would have to be implemented by the developer on a per-platform basis.)

-

You can either change out the entire Glyph Set Collection in the Glyph Provider, or you can change out one or more Glyph Sets assigned to a particular collection. When the collection list is replaced in Glyph Provider, it will automatically collect all the glyphs from all chained glyph collections and clear the glyph cache so glyphs can be reloaded. If you change an element in the collection list or one of the chained collections, you must call GlyphProvider.Reload to collect all the glyphs and clear the glyph cache.

-

You can also replace the Glyph Provider and all cached glyphs will be cleared automatically. Just set ReInput.glyphs.glyphProvider to your new provider.

-

 

-
-

Unity UI Player Controller Element Glyph

-

This component is responsible for displaying the glyph(s) or text for a particular Action, Player, and Action Range. If a glyph is not available, text will be displayed instead.

-

Create a GameObject with the default values from the menu:

-
    -
  • GameObject -> Create Other -> Rewired -> Glyphs -> Unity UI -> Unity UI Player Controller Element Glyph
  • -
-

Inspector

-

Unity UI Player Controller Element Glyph Inspector

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Glyph or Text PrefabIf set, when glyph/text objects are created, they will be instantiated from this prefab. If left blank, the global default prefab will be used.
Allowed Types

Determines what types of objects are allowed.

-
    -
  • All - All types are allowed. Glyphs will be displayed, or text if no glyph is available.
  • -
  • Glyphs - Only glyphs will be displayed.
  • -
  • Text - Only text will be displayed.
    -
  • -
OptionsOptional reference to an object that defines options. If blank, the global default options will be used.
Action RangeThe range of the Action for which to show glyphs / text. This determines whether to show the glyph for an axis-type Action (ex: Move Horizontal), or the positive/negative pole of an Action (ex: Move Right). For button-type Actions, Full and Positive are equivalent.
Group 1Optional parent Transform of the first group of instantiated glyph / text objects. If an axis-type Action is bound to multiple elements, the glyphs bound to the negative pole of the Action will be instantiated under this Transform. This allows you to separate negative and positive groups in order to stack glyph groups horizontally or vertically, for example. If an Action is only bound to one element, the glyph will be instantiated under this transform. If blank, objects will be created as children of this object's Transform.
Group 2Optional parent Transform of the second group of instantiated glyph / text objects. If an axis-type Action is bound to multiple elements, the glyphs bound to the positive pole of the Action will be instantiated under this Transform. This allows you to separate negative and positive groups in order to stack glyph groups horizontally or vertically, for example. If an Action is only bound to one element, the glyph will be instantiated under group1 instead. If blank, objects will be created as children of either group1 if set or the object's Transform.
Player IdThe Player id.
Action NameThe Action name.
-

 

-

Options

-

Various options can be set that determine which glyph will be selected. This includes choosing to use the last active controller or not and the priority order of different controller types. For example, you might choose to prioritze keyboard glyphs over mouse glyphs or vice versa. (In this class, the keyboard and mouse are treated as a single controller for the purposes of last active controller.)

-

If the options field is left blank, it will use the default options specified in ControllerElementGlyphSelectorOptions.defaultOptions. You can set this value or change the individual options values and all glyphs that use the default options will reflect these changes. (You can also set the default options in the inspector using this convenience component.) If the options field is set, the local options will be used.

-

You can create a selector options asset file and share the settings among different glyphs. The options field takes a reference to an object of type ControllerElementGlyphSelectorOptionsSOBase. You can create a ControllerElementGlyphSelectorOptionsSO from the menu:

-
    -
  • Assets -> Create -> Rewired -> Glyphs -> Controller Element Glyph Selector Options
  • -
-

Glyph or Text Prefab

-

It is important to understand that an Action Element Map may be bound to a number of different controller elements. Also, the two poles of an Action (positive, negative) may be bound on separate Action Element Maps. This means, when querying for an Action Range of Full, it is possible that up to 8 glyphs will need to be displayed. (One set of 3 keyboard modifier keys and 1 primary key for up to the two poles of a split axis Action.) This class handles that, and will instantiate enough child objects as necessary from the specified prefab.

-

To create the individual glyph or text objects, a prefab is used to instantiate the child objects. By default, no prefab is set, so it will use the current default prefab. By default, it is created automatically by Rewired, but it can be overridden. If a glyph or text prefab is set locally, it will be used, otherwise it will fall back to the default.

-

The root GameObject of the prefab must include a component that inherits from GlyphOrTextBase.

-

Default Glyph or Text Prefab

-

The default Unity UI glyph or text prefab is specified in UnityUIControllerElementGlyphBase.defaultGlyphOrTextPrefab. You can set this to override the default prefab for all Unity UI glyphs at once by setting that value. (You can also set the default prefab in the inspector using this convenience component.) Existing glyph objects will be automatically rebuilt when changing this value. You should not modify the existing default prefab by changing values on it, but instead replace it with a new GameObject, otherwise existing glyphs will not be rebuilt because they detect changes to the prefab by comparing object references.

-

Child Object Layout

-

The default UnityUIPlayerControllerElementGlyph when created from Component -> Rewired -> Glyphs -> Glyph Provider includes a HorizontalLayout component. In the case multiple glyphs are displayed, they will be aligned horizontally. If you want them to be laid out vertically, remove the HorizontalLayout component and replace it with a VerticalLayout component. Or, you can choose to use any type of layout available in Unity UI, but be aware you may need to replace the prefab used for the child objects to fully control layout.

-

Groups

-

By default, child objects will be created as children of the primary GameObject. However, for some layouts, you may want to group child objects. The group1 and group2 fields allow you specify Transforms which will be used as the parents for child objects. Most child objects will be displayed under group1, however, if you are querying for an Axis-type Action, Full Action Range, and it finds a separate binding for each pole of the axis, the glyphs/text for the negative pole will be displayed in group1 and the glyphs/text for the positive pole will be displayed in group2.

-

While this is probably a very rare scenario, the most likely use case for this would be in the case of keyboard bindings with modifier keys. For example, if you have bindings to two poles of an Action, Ctrl + A, Ctrl + S, you can stack these groups of horizontal elements vertically to save horizontal space. You would do this by placing a VerticalLayoutGroup component on the primary GameObject, then create two child GameObjects, Group1 and Group2, then on each Group, add a HorizontalLayoutGroup component.

-

Player and Action Dropdowns in the Inspector

-

Player Action Dropdowns

-

It is recommended that you configure the Player Id and Action Id values using dropdowns in the inspector instead of using raw ints and strings for these values. This avoids possible error, and also makes it a lot easier if you want to change the name of an Action at a later date.

-

To do this, first you must export constants for your Rewired Input Manager configuration.

-

Next, create a class that extends UnitUIPlayerControllerElementGlyphBase and add PlayerIdProperty and ActionIdProperty attributes, referencing the exported types. Replace the script reference of the UnityUIPlayerControllerElementGlyph with your new class. (Switch inspector to Debug mode by right clicking the Inspector tab, choosing Debug. The Script field can be replaced with your new script.)

-
-using Rewired;
-using Rewired.Glyphs.UnityUI;
-using UnityEngine;
-
-namespace MyNamespace {
-    
-    public class MyUnityUIPlayerControllerElementGlyph : UnityUIPlayerControllerElementGlyphBase {
-
-        [SerializeField]
-        [PlayerIdProperty(typeof(MyRewiredConsts.Player))]
-        private int _playerId;
-
-        [SerializeField]
-        [ActionIdProperty(typeof(MyRewiredConsts.Action))]
-        private int _actionId;
-
-        public override int playerId { get { return _playerId; } set { _playerId = value; } }
-        public override int actionId { get { return _actionId; } set { _actionId = value; } }
-    }
-}
-

-

 

-
-

Unity UI Controller Element Glyph

-

This component displays glyphs / text for a specific Action Element Map or Controller Element Identifier using Unity UI.

-

This component cannot be used alone. It requires a script to set either the actionElementMap property or the controllerElementIdentifier and axisRange properties. This is mainly useful if you need to display a glyph for a specific controller element, such as when showing a list of glyphs for controller elements in a controller or when showing glyphs for controller elements currently contributing to an Action value. If you want to display a glyph for a controller element bound to an Action for a Player, use Unity UI Player Controller Element Glyph instead.

-

Add component from menu:

-
    -
  • Component -> Rewired -> Glyphs -> Unity UI -> Unity UI Controller Element Glyph
  • -
-

Inspector

-

Unity UI Controller Element Glyph Inspector

- - - - - - - - - -
Glyph or Text PrefabIf set, when glyph/text objects are created, they will be instantiated from this prefab. If left blank, the global default prefab will be used.
Allowed Types

Determines what types of objects are allowed.

-
    -
  • All - All types are allowed. Glyphs will be displayed, or text if no glyph is available.
  • -
  • Glyphs - Only glyphs will be displayed.
  • -
  • Text - Only text will be displayed.
    -
  • -
-

 

-

 

-
-

Default Unity UI Controller Element Glyph Settings

-

This is a convenience component that allows you to set default Unity UI glyph settings in the inspector. This allows you to change settings easily in one place and any glyph that doesn't set local options or prefab settings but instead falls back to default options will use these values.

-

Add component from menu:

-
    -
  • Component -> Rewired -> Glyphs -> Unity UI -> Unity UI Default Controller Element Glyph Settings
  • -
-

Inspector

-

Default Unity UI Controller Element Glyph Settings

- - - - - - - - - - - - - - - - - -
OptionsThe Controller element glyph options.
Use Last Active ControllerDetermines if the Player's last active controller is used for glyph selection.
Controller Type Order

List of controller type priority. - First in list corresponds to highest priority.

-

This determines which controller types take precedence when displaying glyphs. If use last active controller is enabled, the active controller will always take priority, however, if there is no last active controller, selection will fall back based on this priority.

-

In addition, keyboard and mouse are treated as a single controller for the purposes of glyph handling, so to prioritze keyboard over mouse or vice versa, the one that is lower in the list will take precedence.

Glyph or Text Prefab

The prefab used for each glyph or text object.

-

See this for more information.

-

 

-

 

-
-

Glyph Set

-

A glyph set represents a list of string-keyed glyphs. You can create your own glyphs, for example, if you want different styling, to create glyphs for a controller that doesn't have any default glyphs, to create glyphs for your Custom Controllers, etc.

-

The default implementation is SpriteGlyphSet. This uses UnityEngine.Sprite as the glyph type. It is possible to use your own custom glyph types. See this for more information.

-

SpriteGlyphSet

-

A Sprite glyph set for a controller or controller template. The inspector contains various convenience tools for generating glyph sets from controller and controller template definitions and Custom Controllers.

-

To create a Sprite Glyph Set:

-
    -
  • Assets -> Create -> Rewired -> Glyphs -> Sprite Glyph Set
  • -
-

Inspector

-

Sprite Glyph Set Inspector
-

- - - - - - - - - -
Base KeysA list of base keys. Final keys will be composed of base key + glyph key. Setting multiple base keys allows one glyph set to apply to multiple controllers, for example.
GlyphsThe list of glyphs.
-

 

-

 

-
-

Glyph Set Collection

-

A glyph set collection represents a list of glyph sets. This can be used to organize glyph sets into categories to work with them more easily. Glyph Set Collections can be chained, allowing you to organize glyph sets under one top-level collection, making it easy to swap out the entire set of glyphs for a different set. Examples of this might include having different glyph styles for different consoles / platforms or for localization purposes.

-

GlyphSetCollection

-

To create a Glyph Set Collection:

-
    -
  • Assets -> Create -> Rewired -> Glyphs -> Glyph Set Collection
  • -
-

Inspector

-

Glyph Set Collection Inspector

- - - - - - - - - -
SetsThe list of glyph sets.
CollectionsThe list of glyph set collections.
-

 

-

 

-
-

Custom Glyph Types (Advanced)

-

Glyphs are exposed by the API as System.Object. This allows you to use any object type you want as a glyph and still access it through the API. You are not limited to UnityEngine.Sprite.

-

The various glyph set and glyph set collection classes can be reimplemented from their base classes to support any glyph object type.

-
    -
  • Create a class that inherits from GlyphSet, the base class of SpriteGlyphSet, specifying the new type. Copy the code of SpriteGlyphSet to start. (The Sprite Glyph Set custom inspector will also need to be copied and re-implemented if you want those features.)
  • -
  • Create a class that inherits from GlyphOrTextBase<TGlyphComponent, TGlyphGraphic, TTextComponent>. Copy the code of UnityUIGlyphOrText to start. Create a new GlyphOrText prefab using the new class, then set that prefab to the default UnityUI glyph or text prefab.
  • -
-

 

-
-

Unity UI Text Mesh Pro Glyph Helper

-

Press A to ShootA helper class to display Rewired glyphs and display names inline in TMPro Text (Unity UI). Parses tags within text and replaces them with Sprites or text. Enter text in this component's text field, not in the TMPro Text field. Text entered here will be parsed, then the Text Mesh Pro Text component will be updated with the text, including Sprite tags.

-

To use it, create a Text Mesh Pro UGUI object, select the GameObject, and add the component from the menu:

-
    -
  • Component -> Rewired -> Glyphs -> Unity UI -> Unity UI Text Mesh Pro Glyph Helper
  • -
-

 

-

Inspector

-

Unity UI Text Mesh Pro Glyph Helper Inspector

- - - - - - - - - - - - - - - - - - - - - - - - - -
TextEnter text into this field and not in the TMPro Text field directly. Text will be parsed for special tags, and the final result will be passed on to the Text Mesh Pro Text component. See this for more information about tags.
OptionsOptional reference to an object that defines options. If blank, the global default options will be used.
Sprite Options

Options that control how Text Mesh Pro displays Sprites.

-
    -
  • Scale - Scale.
  • -
  • Offset Size Multiplier - This value will be multiplied by the Sprite width and height and applied to offset.
  • -
  • Extra Offset - An extra offset that is cumulative with Offset Size Multiplier.
  • -
  • X Advance Width Multiplier - This value will be multiplied by the Sprite width applied to X Advance.
  • -
  • Extra X Advance - An extra offset that is cumulative with X Advance Width Multiplier.
  • -
Base Sprite MaterialOptional material for Sprites. If blank, the default material will be used. Material is instantiated for each Sprite Asset, so making changes to values in the base material later will not affect Sprites. Changing the base material at runtime will copy only certain properties from the new material to Sprite materials.

Override Sprite Material Properties

If enabled, local values such as Sprite color will be used instead of the value on the base material.
Sprite Material Properties

These properties will override the properties on the Sprite material if Override Sprite Material Properties is enabled.

-
    -
  • Color - Sprite material color.
  • -
-

 

-

Tags:

-

Text containing the below tags will be converted into glyphs / text for the specified parameters.

-
Display glyph / text for a controller element bound to an Action for a Player:
-
-    <rewiredElement [attributes]>
-
-    Attributes:
-        type="[glyphOrText|glyph|text]" (optional, default: glyphOrText)
-        playerId=[player_id] (id or name required)
-        playerName="[player_name]" (id or name required)
-        actionId=[action_id] (id or name required)
-        actionName="[action_name]" (id or name required)
-        actionRange="[full|positive|negative]" (optional, default: full)
-
-    Example:
-        <rewiredElement playerId=5 actionName="MoveHorizontal" actionRange="full">
-
-Display the name of an Action:
-
-    <rewiredAction [attributes]>
-
-    Attributes:
-        id=[action_id] (id or name required)
-        name=[action_name] (id or name required)
-        range="[full|positive|negative]" (optional, default: full)
-
-    Example:
-        <rewiredAction name="MoveHorizontal" range="positive">
-
-Display the name of a Player:
-
-    <rewiredPlayer [attributes]>
-
-    Attributes:
-        id=[action_id] (id or name required)
-        name=[action_name] (id or name required)
-
-    Example:
-        <rewiredPlayer id=0>
-
-

 

-
-

Accessing Glyphs from Scripts

-

The various glyph-related members are as follows:

-
    -
  • ControllerElementIdentifier.glyph
  • -
  • ControllerElementIdentifier.positiveGlyph
  • -
  • ControllerElementIdentifier.negativeGlyph
  • -
  • ControllerTemplateElementIdentifier.glyph
  • -
  • ControllerTemplateElementIdentifier.positiveGlyph
  • -
  • ControllerTemplateElementIdentifier.negativeGlyph
  • -
  • ActionElementMap.glyph
  • -
  • ActionElementMap.positiveGlyph
  • -
  • ActionElementMap.negativeGlyph
  • -
  • ActionElementMap.GetElementIdentifierGlyphs
  • -
-

 

-
-

Key Format

-

Glyph keys are strings that are formatted as a path.

-

All keys, with the exception of special fallback keys, can be exported from the Rewired Editor -> Tools page.

-

Note: The [brackets] below are not part of the key. Items in brackets represent a variable value.

-

Controller-related keys

-

For recognized controllers of all types:

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
controller/[controller_key]

A specific controller.

controller/[controller_key]/[element_key]

An element on a specific controller.

controller/keyboardThe keyboard.
controller/keyboard/[element_key]A keyboard key.
controller/mouseThe mouse.
controller/mouse/[element_key]A mouse element.
controller/custom/[controller_key]A specific custom controller.
controller/custom/[controller_key]/[element_key]An element on a specific custom controller.
controller/element/[element_key]A generic controller element.
controller/template/[controller_template_key]A specific controller template.
controller/template/[controller_template_key]/[element_key]An element on a specific controller template.
-

 

-

Example:
- The glyph key for an Xbox One controller is:
- controller/microsoft_xbox_one_controller

-

The glyph key for the left stick horizontal axis on an Xbox One controller is:
-controller/microsoft_xbox_one_controller/left_stick/horizontal

-

Unrecognized Controllers

-

On most platforms, unrecognized controllers will use the Unknown Controller definition and its keys. On specific platforms when using specific input sources, handling for unrecognized controllers of specific types may be handled differently. See this.

- - - - - - - - - -
controller/unknown_controllerUnknown Controller.
controller/unknown_controller/[element_key]An element on an Unknown Controller.
-

 

-

Fallback Matching

-

When controller element glyph key lookups are performed, if a matching glyph is not found, additional keys will be tried. Most-specific keys are tried first, falling back progressively to least-specific until a match is found or no there are no more fallback options.

-

Keys in the tables below are listed in order of precedence, with first in list being highest precedence. This list applies to recognized Joysticks.

-


-

- - - - - - - - - - - - - - - - - - - - - -
controller/[controller_key]/[input_source_hardware_info]/[element_key]

Hardware Specific

- Rare special case for certain devices on some input sources / platforms. See below.
controller/[controller_key]/[element_key]

Base Controller

-

This is the most common match type.

controller/[input_source_special_controller_key]/[element_key]

Input Source Special Fallback

-

Only if controller on current input source has additional fallbacks.

controller/element/[element_key]Element Only Fallback
controller/template/[element_key]

Controller Template

-

Only if controller implements a Controller Template.

-

 

-

Element Only Fallback

-

If no glyph is found for the specific controller, you can still match on element only. This allows you to define glyphs for generic controller elements without knowing anything about the controller they may appear on. For example, creating a glyph with the key controller/element/dpad/up will match to any controller element that has the key dpad/up. This isn't terribly useful for gamepads, because they will be handled by Controller Template fallback (see below), but for other controller types, this may prove useful. (Racing wheels, flight sticks, Custom Controllers, etc.)

-

Controller Template Fallback

-

You can see from the above list that, if a controller implements a Controller Template, if no matching keys are found for the specific device or the elements themselves, it will fallback to Controller Template keys for the controller elements. For example, this allows all recognized gamepads that implement the Gamepad Template to automatically display Gamepad Template glyphs. If controller-specific glyphs are available, they will take precedence over Template glyphs.

-

Special Matching on Specific Input Sources

-

On specific platforms, when using specific input sources, for specific devices, additional key variants may be used. In some cases, these key variants are more specific and will be attempted before the primary key, in other cases the key variants are act as additional fallback options.

-

Keys in the tables below are listed in order of precedence, with first in list being highest precedence.

-

IMPORTANT LIMITATIONS:

-

Because the below special keys rely on information supplied by a connected controller, you cannot get glyphs or localized strings for these special keys when the controller is not connected. The ReInput.mapping.GetControllerMapInstance functions to see mappings for a non-connected controller cannot generate these special keys because they are dependent on data supplied by the hardware. To avoid issues, if you intend to display glyphs or element names for controllers that are not connected, do not localize names or make glyphs for these special special keys below.

-

 

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Windows Gaming Input, unrecognized, Gamepad profile:(Element keys from Xbox One Controller definition)
This list only applies to unrecognized controllers. For recognized devices, such as Dual Shock 4, the following does not apply.
controller/windows_gaming_input_gamepad/[vendor_id_hex:product_id_hex]Specific hardware target
- Vendor / Product Id example:
- 045e:0202 (lower case)
controller/windows_gaming_input_gamepadUniversal fallback gamepad
controller/microsoft_xbox_one_controllerXbox One fallback
 
Windows Gaming Input, Steam-Configured, unrecognized, Gamepad profile:(Element keys from Steam Controller definition)
This list only applies to unrecognized controllers. For recognized devices, such as Dual Shock 4, the following does not apply.
controller/steam_controller/[vendor_id_hex:product_id_hex]

Specific hardware target
- Vendor / Product Id example:
- 045e:0202 (lower case)

controller/steam_controllerSteam Controller fallback
-


-

- - - - - - - - - - - - - - - - - - - - -
MacOS, Game Controller Framework, unrecognized, Gamepad profile:(Element keys from Apple Mfi Gamepad definition)
This list only applies to unrecognized controllers. For recognized devices, such as Dual Shock 4, the following does not apply.
controller/apple_mfi_gamepad/[product_name]

Specific hardware target -
- Product name example:
- DUALSHOCK 4 Wireless Controller (matching case)

controller/apple_mfi_gamepad/[product_category]

Product category target
- Product Category is a constant returned by Game Controller Framework. Valid values will not be documented here.

-

(matching case)
-

controller/apple_mfi_gamepadApple MFi fallback
-


-

- - - - - - - - - - - - - -
iOS/tvOS, Unity Input, Gamepad profile:(Element keys from Apple Mfi Gamepad definition)
controller/apple_mfi_gamepad/[product_name]

Specific hardware target
- Product name example:
- DUALSHOCK 4 Wireless Controller (matching case)

controller/apple_mfi_gamepadApple MFi fallback
-


-

- - - - - - - - - - - - - -
Android, Unity Input, Standardized Gamepad (if Support Unknown Gamepads enabled):(Element keys from Standardized Gamepad definition)
controller/standardized_gamepad/[product_name]

Specific hardware target
- Product name example:
- DUALSHOCK 4 Wireless Controller (matching case)

controller/standardized_gamepadStandardized Gamepad fallback
-


-

- - - - - - - - - - - - - -
Linux, Unity Input, Pre-Configured Gamepad:(Element keys from Unity Preconfigured Controller definition)
controller/unity_linux_preconfigured_gamepad/[product_name]

Specific hardware target
- Product name example:
- DUALSHOCK 4 Wireless Controller (matching case)

controller/unity_linux_preconfigured_gamepadUnity Pre-Configured Gamepad fallback
-

 

- - - - - - - - - - - - - - - - - -
WebGL, Native, unknown, Gamepad profile:(Element keys from Standardized Gamepad definition)
controller/standardized_gamepad/[vendor_id_hex:product_id_hex]Specific hardware target
-Vendor / Product Id example:
-045e:0202 (lower case)
controller/standardized_gamepad/[product_name]

Specific hardware target
- Product name example:
- DUALSHOCK 4 Wireless Controller (matching case)

controller/standardized_gamepadStandardized Gamepad fallback
-

 

- - - - - - - - - - - - - - - - - -
SDL2, unknown, Gamepad profile:(Element keys from Standardized Gamepad definition)
controller/standardized_gamepad/[vendor_id_hex:product_id_hex]Specific hardware target
- Vendor / Product Id example:
- 045e:0202 (lower case)
controller/standardized_gamepad/[product_name]

Specific hardware target
- Product name example:
- DUALSHOCK 4 Wireless Controller (matching case)

controller/standardized_gamepadStandardized Gamepad fallback
-


-

-

 

- - -
- -
- -
-
- - - - diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/Glyphs.html.meta b/Assets/ThirdParty/Rewired/Documentation/Html/Glyphs.html.meta deleted file mode 100644 index a2a5ad223..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/Glyphs.html.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 387293f4ed304cf4ab462f2bc3a60c50 -TextScriptImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/HowTos.html b/Assets/ThirdParty/Rewired/Documentation/Html/HowTos.html deleted file mode 100644 index fea7e5dff..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/HowTos.html +++ /dev/null @@ -1,3145 +0,0 @@ - - - - - -Rewired Documentation | How To's - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - -
- - - -
- - - - - - - -
- - -

- How To's - -

- - - -

The following information was written under the assumption that you have already completely read and understood all documentation topics under Essentials and Concepts in the Documentation. If you have not done so, please do before continuing.

-

Topics:

- -

 

-
-

Important classes

-

Rewired's API has been organized using helper classes to group methods and properties topically. This makes it easier to find the methods you are looking for through the IDE.

-

Global Information:

- -

Player-Related Information:

- -

 

-

More classes are listed in the API reference.

-

 

-
-

Getting a Player

-

Get a Player by id or name through ReInput.players.GetPlayer

-

More methods for accessing Players: ReInput.players

-
-using UnityEngine;
-using Rewired;
-
-public class MyClass : MonoBehaviour {
-    public int playerId;
-    private Player player;
-
-    void Awake() {
-        // Get the Player for a particular playerId
-        player = ReInput.players.GetPlayer(playerId);
-
-       // Some more examples:
-
-       // Get the System Player
-       Player systemPlayer = ReInput.players.GetSystemPlayer();
-
-       // Iterating through Players (excluding the System Player)
-       for(int i = 0; i < ReInput.players.playerCount; i++) {
-           Player p = ReInput.players.Players[i];
-       }
-
-       // Iterating through Players (including the System Player)
-       for(int i = 0; i < ReInput.players.allPlayerCount; i++) {
-           Player p = ReInput.players.AllPlayers[i];
-       }
-    }
-}
-

-
-

Getting input

-

There are four ways to get input in Rewired:

-
    -
  1. Polling the Player for input - This is the most common method and is very similar to how you normally get input in Unity. This method uses the Player-Action system and has all the advantages that provides.
  2. -
  3. Using Player input events - This method allows you to get input by registering for an event and receving a callback when that event takes place. This method uses the Player-Action system and has all the advantages that provides.
  4. -
  5. Polling Controllers - This method ignores the Player-Action system and reads input directly from Controller Elements. This method is difficult to use and not recommended because you have to read input from axes and buttons by index.
  6. -
  7. Polling Controller Templates - This method ignores the Player-Action system and reads input directly from Controller Template Elements. If you don't want to use the Player-Action system and you prefer programming to the Controller directly, it is recommended you use this method.
  8. -
-

 

-

Method 1: Player Polling

-

Get input through the Player class.

-

Rewired mirrors Unity's method nomenclature for getting input values:

- -

All Actions can be queried for Button or Axis value regardless of the underlying hardware mapped to that Action.

-
-using UnityEngine;
-using Rewired;
-
-public class MyClass : MonoBehaviour {
-    public int playerId;
-    private Player player;
-
-    void Awake() {
-        player = ReInput.players.GetPlayer(playerId);
-    }
-
-    void Update() {
-        if(player.GetAxis("Move Horizontal") != 0.0f) {
-            Debug.Log("Move Horizontal!");
-        }
-
-        if(player.GetButtonDown("Fire")) {
-            Debug.Log("Fire!");
-        }
-    }
-}    
-

Method 2: Player Input Events

-

Use delegates to receive input events from a Player. There are numerous overloads available that allow you to register to receive events on different update loops, for specific input event types, and for specific Actions. For a list of event types and whether they require additional arguments, see InputActionEventType.

-
-public class MyClass : MonoBehaviour {
-    public int playerId;
-    private Player player;
-
-    void Awake() {
-        player = ReInput.players.GetPlayer(playerId);
-
-        // Add delegates to receive input events from the Player
-        
-        // This event will be called every frame any input is updated
-        player.AddInputEventDelegate(OnInputUpdate, UpdateLoopType.Update);
-
-        // This event will be called every frame the "Fire" action is updated
-        player.AddInputEventDelegate(OnFireUpdate, UpdateLoopType.Update, "Fire");
-
-        // This event will be called when the "Fire" button is first pressed
-        player.AddInputEventDelegate(OnFireButtonDown, UpdateLoopType.Update, InputActionEventType.ButtonJustPressed, "Fire");
-
-        // This event will be called when the "Fire" button is first released
-        player.AddInputEventDelegate(OnFireButtonUp, UpdateLoopType.Update, InputActionEventType.ButtonJustReleased, "Fire");
-
-        // This event will be called every frame the "Move Horizontal" axis is non-zero and once more when it returns to zero.
-        player.AddInputEventDelegate(OnMoveHorizontal, UpdateLoopType.Update, InputActionEventType.AxisActiveOrJustInactive, "Move Horizontal");
-
-        // This event will be called when the "Jump" button is held for at least 2 seconds and then released
-        player.AddInputEventDelegate(OnJumpButtonUp, UpdateLoopType.Update, InputActionEventType.ButtonPressedForTimeJustReleased, "Jump", new object[] { 2.0f });
-
-        // The update loop you choose for the event matters. Make sure your chosen update loop is enabled in
-        // the Settings page of the Rewired editor or you won't receive any events.
-    }
-
-    void OnInputUpdate(InputActionEventData data) {
-        switch(data.actionName) { // determine which action this is
-            case "Move Horizontal":
-                if(data.GetAxis() != 0.0f) Debug.Log("Move Horizontal!");
-                break;
-            case "Fire":
-                if(data.GetButtonDown()) Debug.Log("Fire!");
-                break;
-        }
-    }
-
-    void OnFireUpdate(InputActionEventData data) {
-        if(data.GetButtonDown()) Debug.Log("Fire!");
-    }
-
-    void OnFireButtonDown(InputActionEventData data) {
-        Debug.Log("Fire!");
-    }
-
-    void OnFireButtonUp(InputActionEventData data) {
-        Debug.Log("Fire Released!");
-    }
-    
-    void OnJumpButtonUp(InputActionEventData data) {
-        Debug.Log("Jump!");
-    }
-
-    void OnMoveHorizontal(InputActionEventData data) {
-        Debug.Log("Move Horizontal: " + data.GetAxis());
-    }
-
-    void OnDestroy() {
-        // Unsubscribe from events when object is destroyed
-        player.RemoveInputEventDelegate(OnInputUpdate);
-        player.RemoveInputEventDelegate(OnFireUpdate);
-        player.RemoveInputEventDelegate(OnFireButtonDown);
-        player.RemoveInputEventDelegate(OnFireButtonUp);
-        player.RemoveInputEventDelegate(OnMoveHorizontal);
-        player.RemoveInputEventDelegate(OnJumpButtonUp);
-    }
-}
-

Method 3: Controller Polling

-

This method gets input directly from a Controller's buttons and axes. This is generally not the best choice as you will lose all the advantages of the Player-centric input system including mapping. Methods for accessing element values can be found in the respective Controller classes:

- -
-void LogMouseValues() {
-    Mouse mouse = ReInput.controllers.Mouse;
-    Debug.Log("Left Mouse Button = " + mouse.GetButton(0));
-    Debug.Log("Right Mouse Button (Hold) = " + mouse.GetButton(1));
-    Debug.Log("Right Mouse Button (Down) = " + mouse.GetButtonDown(1));
-    Debug.Log("Right Mouse Button (Up) = " + mouse.GetButtonUp(1));
-}
-
-void LogPlayerJoystickValues(Player player) {
-    // Log the button and axis values for each joystick assigned to this Player
-    for(int i = 0; i < player.joystickCount; i++) {
-        Joystick joystick = player.Joysticks[i];
-        Debug.Log("Joystick " + i + ":");
-        LogJoystickElementValues(joystick); // log all the element values in this joystick
-    }
-}
-
-void LogJoystickElementValues(Joystick joystick) {
-    // Log Joystick button values
-    for(int i = 0; i < joystick.buttonCount; i++) {
Debug.Log("Button " + i + " = " + joystick.Buttons[i].value); // get the current value of the button - } - - // Log Joystick axis values - for(int i = 0; i < joystick.axisCount; i++) {
Debug.Log("Axis " + i + " = " + joystick.Axes[i].value); // get the current value of the axis - } -}
-

Method 4: Controller Template Polling

-

This method gets input directly from a Controller Template's elements. This is generally not the best choice as you will lose all the advantages of the Player-centric input system including mapping. However it does allow you to program for the controller. Methods for accessing element values can be found in the respective Controller Template interfaces.

-

Please see Controller Templates - Getting input directly for more information.

-

 

-
-

Getting a Controller

-

You generally don't need to get Controllers for normal gameplay input tasks, but there are certain times when you need to get a Controller such as during Controller remapping. There are a number of ways you can get Controllers.

-

To get a specific controller:
- ReInput.controllers.GetController
-player.controllers.GetController
- player.controllers.GetControllerWithTag

-

You can get the mouse from:
- ReInput.controllers.Mouse
- player.controllers.Mouse

-

You can get the keyboard from:
- ReInput.controllers.Keyboard
- player.controllers.Keyboard

-

You can loop through all controllers:
- ReInput.controllers.Controllers
-
ReInput.controllers.Joysticks
- ReInput.controllers.CustomControllers

-

You can loop through controllers assigned to a Player:
- player.controllers.Joysticks
- player.controllers.CustomControllers

-

 

-
-

Receiving Joystick connect and disconnect events

-

To receive an event when a Joystick is connected, register for ReInput.ControllerConnectedEvent.
- To receive an event when a Joystick is fully disconnected, register for ReInput.ControllerDisconnectedEvent.
- To receive an event when a Joystick is about to be disconnected, register for ReInput.ControllerPreDisconnectEvent.

-

Note: Joysticks are not guaranteed to be available on Awake or Start on all platforms or input sources. If Joysticks are available immediately to Rewired on Awake, Joystick connected events will not be sent (technically, they will, but you cannot subscribe to Rewired's events before it initializes because of Rewired's script execution order, so you can't react to these events). If Joystick availability is delayed, a Controller connected event will be sent when Rewired detects the controller. If you need to check for the presence of Joysticks at the beginning of your game, you should check in both Awake or Start and by subscribing to the ReInput.ControllerConnectedEvent or enable deferred controller connected events. The "Defer Controller Connected Events On Start" option in Rewired Editor -> Settings will defer controller connected events for controllers already connected when Rewired initializes until the Start event so that you can subscribe to the ReInput.ControllerConnectedEvent in Awake and react to the events.

-
-using UnityEngine;
-using Rewired;
-
-public MyClass : MonoBehaviour {
-
-    void Awake() {
-        // Subscribe to events
-        ReInput.ControllerConnectedEvent += OnControllerConnected;
-        ReInput.ControllerDisconnectedEvent += OnControllerDisconnected;
-        ReInput.ControllerPreDisconnectEvent += OnControllerPreDisconnect;
-    }
-
-    // This function will be called when a controller is connected
-    // You can get information about the controller that was connected via the args parameter
-    void OnControllerConnected(ControllerStatusChangedEventArgs args) {
-        Debug.Log("A controller was connected! Name = " + args.name + " Id = " + args.controllerId + " Type = " + args.controllerType);
-    }
-
-     // This function will be called when a controller is fully disconnected
-     // You can get information about the controller that was disconnected via the args parameter
-     void OnControllerDisconnected(ControllerStatusChangedEventArgs args) {
-        Debug.Log("A controller was disconnected! Name = " + args.name + " Id = " + args.controllerId + " Type = " + args.controllerType);
-    }
-
-     // This function will be called when a controller is about to be disconnected
-     // You can get information about the controller that is being disconnected via the args parameter
-     // You can use this event to save the controller's maps before it's disconnected
-     void OnControllerPreDisconnect(ControllerStatusChangedEventArgs args) {
-        Debug.Log("A controller is being disconnected! Name = " + args.name + " Id = " + args.controllerId + " Type = " + args.controllerType);
-    }
-
-    void OnDestroy() {
-        // Unsubscribe from events
-        ReInput.ControllerConnectedEvent -= OnControllerConnected;
-        ReInput.ControllerDisconnectedEvent -= OnControllerDisconnected;
-        ReInput.ControllerPreDisconnectEvent -= OnControllerPreDisconnect;
-    }
-}
-
-

Assigning Controllers to Players

-

Joysticks

-

Joysticks will be assigned to Players automatically if you have enabled and configured Joystick auto-assignment in the Rewired Editor under Settings. However, if you wish to manually assign or unassign Joysticks or want to receive notifications when a controller is added/removed from a Player, you can do so with the following methods:

-

Player class:

- -

ReInput class:

- -

Also, see Receiving joystick connect and disconnect events to get a notification when a Joystick is connected or disconnected.

-
-// Example: Shows how to assign Joysticks manually to the next Player that doesn't have one assigned.
-
-void Awake() {
-    // Listen for controller connection events
-    ReInput.ControllerConnectedEvent += OnControllerConnected;
-
-    // Assign each Joystick to a Player initially
-    foreach(Joystick j in ReInput.controllers.Joysticks) {
-        if(ReInput.controllers.IsJoystickAssigned(j)) continue; // Joystick is already assigned
-
-        // Assign Joystick to first Player that doesn't have any assigned
-        AssignJoystickToNextOpenPlayer(j);
-    }
-}
-
-// This will be called when a controller is connected
-void OnControllerConnected(ControllerStatusChangedEventArgs args) {
-    if(args.controllerType != ControllerType.Joystick) return; // skip if this isn't a Joystick
- 
-    // Assign Joystick to first Player that doesn't have any assigned
-    AssignJoystickToNextOpenPlayer(ReInput.controllers.GetJoystick(args.controllerId));
-}
-
-void AssignJoystickToNextOpenPlayer(Joystick j) {
-    foreach(Player p in ReInput.players.Players) {
-        if(p.controllers.joystickCount > 0) continue; // player already has a joystick
-        p.controllers.AddController(j, true); // assign joystick to player
-        return;
-    }
-}
-

You can also use the joystick auto-assign system to automatically assign certain Joysticks while excluding others:

-
// Joystick Auto-Assignment is disabled in the Rewired Input Manager, but you can still use it to
-// assign one or all Joysticks at any time.
-
-void OnControllerConnected(ControllerStatusChangedEventArgs args) {
-    if(args.controllerType != ControllerType.Joystick) return; // skip if this isn't a Joystick
-
-    // Get the Joystick from ReInput
-    Joystick joystick = ReInput.controllers.GetJoystick(args.controllerId);
-    if(joystick == null) return;
-
-    // Exclude the Apple Siri Remote -- it will be left unassigned
-    // The Siri Remote's Hardware Type Guid is bc043dba-df07-4135-929c-5b4398d29579
-    // See this for more information on Hardware Type GUID.
-    if(joystick.hardwareTypeGuid == new System.Guid("bc043dba-df07-4135-929c-5b4398d29579")) return;
- 
-    // Assign Joystick to first Player that doesn't have any assigned
-    ReInput.controllers.AutoAssignJoystick(joystick);
-}
-

Keyboard

-

The Keyboard must be assigned to a Player before that Player can use it for input. However, the method of assigning the Keyboard to a Player differs from Joysticks.

-

To allow a Player access to the keyboard at the start of your game, you should check "Assign Keyboard on Start" in the Rewired Editor - Players page.

-

To assign the keyboard manually via scripting:

- -

Mouse

-

The Mouse must be assigned to a Player before that Player can use it for input. However, the method of assigning the Mouse to a Player differs from Joysticks.

-

To allow a Player access to the mouse at the start of your game, you should check "Assign Mouse on Start" in the Rewired Editor - Players page.

-

To assign the mouse manually via scripting:

- -

 

-
-

Enabling and disabling Controller Maps

-

Controller Maps can be enabled or disabled at will via scripting. This can be useful if you want to change game modes and have a different set of controls become active. For example, opening a menu screen. Disabled Controller Maps will not return any value when the Player is queried for an Action's input value. Controller Maps are stored in the Player class.

-

There are two approaches of working with Controller Map enabled states:

-
    -
  1. Direct - Individual Controller Map objects are enabled or disabled by setting the ControllerMap.enabled property or through one of the convenience methods in the Player such as player.controllers.maps.SetAllMapsEnabled. The enabled state changes are only applied to the specific Controller Map instances at the time the state is changed. If, for example, a new Joystick is assigned to the Player, the new Joystick's Controller Maps will not automatically inherit enabled state settings from other Controller Maps. You are in complete control of how and when Controller Maps are enabled and/or disabled and must manage this depending on the specific needs of your game.
  2. -
  3. Managed - A system is responsible for maintaining persistent Controller Map enabled states by Map Category and Layout based on user-defined settings. Controller Map enabled states can be synchronized under a variety of circumstances that could otherwise cause issues such as when assigning a new Joystick to a Player. The manager is responsible for keeping Controller Map enabled states in sync with the current settings when Controller Maps change. If you are using Controller Maps in multiple Map Categories to handle different gameplay modes such as "Gameplay", "UI", etc., a managed system would be beneficial. You can build your own state management system or you can use the built-in Map Enabler system.
  4. -
-

Direct Method:

-

The easiest way to directly enable and disable maps in a Player is to use the following methods:

- -

Example: Set enabled state on all of a Player's Controller Maps in a certain Map Category for all Controller types with one line of code.

-
-// The quick way - one line of code
-player.controllers.maps.SetMapsEnabled(state, categoryName);
-

IMPORTANT: The above SetMapsEnabled and SetAllMapsEnabled methods are not persistent flags in Player that will set a certain category of map enabled/disabled upon loading. They are simply shortcuts for the below methods that iterate the maps currently loaded in the Player and set them enabled/disabled at the time the method is called. When new Controller Maps are loaded in the Player, either manually or when a Joystick is assigned, the newly loaded maps will be enabled/disabled based on the default enabled state settings for these maps on the Player page in the Rewired Input Manager, not based on previous calls to SetMapsEnabled. See this if you need to persistently set certain Map Categories enabled and others disabled.

-

You can also enable and disable maps one by one by getting the maps one by one:

- -

Once you have the map, enable or disable it by setting controllerMap.enabled = true or controllerMap.enabled = false. Disabled maps will not contribute to input.

-

Example: Set enabled state on all of a Player's Controller Maps in a certain Map Category for all Controller types one by one.

-
-// The manual way - iterate all Controller Maps in a category and set the state manually
-foreach(ControllerMap map in player.controllers.maps.GetAllMapsInCategory(categoryName)) {
-    map.enabled = state; // set the enabled state on the map
-}  
-

Enabling and Disabling Action Element Maps

-

Individual Action Element Maps in each Controller Map can also be enabled and disabled:

-
-// Disable all individual Action Element Maps in all Controller Maps in the Player
-foreach(ControllerMap map in player.controllers.maps.GetAllMaps()) {
-
-    // Disable all Action Element Maps of all types
-    foreach(ActionElementMap aem in map.AllMaps) {
-        aem.enabled = false;
-    }
-
-    // Disable all Button Maps (these were already disabled above but this is just for illustration)
-    foreach(ActionElementMap aem in map.ButtonMaps) {
-        aem.enabled = false;
-    }
-
-    // Try disabling all Axis Maps if this is a Joystick Map (these were also disabled above)
-    JoystickMap joystickMap = map as JoystickMap;
-    if(joystickMap != null) {
-        foreach(ActionElementMap aem in joystickMap.AxisMaps) {
-            aem.enabled = false;
-        }
-    }
-}  
-

Persistent currently enabled Controller Map Category

-

Note: As of Rewired 1.1.25.0, the Map Enabler system is available in the Player to assist in persistent Controller Map enabled state management. Map Enabler is an easier solution to Controller Map enabled state managment, but may not be suitable for all use-cases. You can use the following information to build your own state managment system.

-

All functions to enable and disable Controller Maps act only on the Controller Maps currently existing in the Player and will not affect Controller Maps loaded after these functions are called. The Rewired Player does not contain or track a "current Map Category" for Controller Maps that will force certain maps to be enabled and others disabled persistently (an isssue when assigning new Controllers to a Player). Management of Controller Maps and what is and isn't loaded, enabled, or disabled at any particular time is completely up to the developer to determine. However, such functionality may be useful to maintain different control sets for different mutually-exclusive modes -- Gameplay and Menu, for example.

-

When a Joystick is assigned to a Player, Controller Maps for that Joystick will be loaded from the pre-defined defaults set up in the Rewired Input Manager if any can be found for that particular Player based on your settings on the Player page of the Rewired Editor. If you are using different Controller Maps for different game modes, the newly-loaded Controller Maps may be loaded with the wrong Controller Maps enabled for the current game mode. (For example, you change to Menu mode, then connect a Joystick.) To handle this, you must manage what Controller Maps are enabled on a Joystick not only when changing game modes, but also when a new Joystick is connected and assigned to a Player.

-

For example, when changing from Gameplay mode to Menu mode, you will need to set the state based on some variable in your script that tracks the current game mode. Controller Maps must be enabled/disabled to match the current state both at the moment you change game modes and when a new Joystick is connected (or more specifically, when a Joystick is assigned to a Player if you are manually assigning Joysticks).

-

The following is just one example of how you could handle this:

-
-public enum GameMode {
-    Gameplay,
-    Menu
-}
-
-public class PlayerControllerMapGameModeSync : MonoBehaviour {
-
-    public int playerId;
-
-    private GameMode currentGameMode; // this tracks the current game mode
-
-    private Player player {
-        get { return ReInput.isReady ? ReInput.players.GetPlayer(playerId) : null; }
-    }
-
-    // A dictionary to look up the Map Category from the GameMode
-    static Dictionary<GameMode, string> gameModeToMapCategory = new Dictionary<GameMode, string>() {
-         { GameMode.Gameplay, "Gameplay" },
-         { GameMode.Menu, "Menu" },
-    };
-
-    void Awake() {
-        // Subscribe to the controller added event in Player so we can update
-        // Controller Maps when a new Joystick is assigned
-        player.controllers.ControllerAddedEvent += OnControllerAdded;
-    }
-
-    void OnDestroy() {
-        player.controllers.ControllerAddedEvent -= OnControllerAdded;
-    }
-
-    // Call this when you change game modes
-    public void ChangeGameMode(GameMode mode) {
-        currentGameMode = mode; // store the new game mode
-        SetControllerMapsForCurrentGameMode(); // enable the correct Controller Maps for the game mode
-    }
-
-    // This is called when a Controller is assigned to the Player
-    void OnControllerAdded(ControllerAssignmentChangedEventArgs args) {
-        SetControllerMapsForCurrentGameMode();
-    }
-
-    // Enable only the maps for the current game mode
-    void SetControllerMapsForCurrentGameMode() {
-        // Disable all controller maps first for all controllers of all types
-        player.controllers.maps.SetAllMapsEnabled(false);
-
-        // Enable maps for the current game mode for all controlllers of all types
-        player.controllers.maps.SetMapsEnabled(true, gameModeToMapCategory[currentGameMode]);
-    }
-}
-

 

-
-

Managing Controller Maps at runtime

-

Controller Maps can be added, removed, cleared, and reloaded during gameplay via scripting. This can be useful if you want to load the default Controller Maps as defined in the Rewired Editor after having made changes, or to load a Controller Map in a different Layout. (Also see Layout Manager for managing Controller Maps by Layout.) Controller Maps are stored in the Player class.

-

Methods:

- -

Each Controller Map contains a list of Action Element Maps, which bind Actions to a specific elements on a Controller. Each ActionElementMap represents one binding. The various properties of the ActionElementMap determine the specifics of the binding, such as the elementType and elementIndex.

-
// Iterate over all Mouse Maps assigned to this Player and log the element type and index for each ActionElementMap
-foreach(var controllerMap in player.controllers.maps.GetMaps(ControllerType.Mouse, 0)) {
-    foreach(var actionElementMap in controllerMap.AllMaps) { // iterate over all maps regardless of type
-        InputAction action = ReInput.mapping.GetAction(actionElementMap.actionId); // get the Action from the binding
-
-        // Log the element type, element index, and the Action name
-        Debug.Log(actionElementMap.elementType + " " + actionElementMap.elementIndex + " is bound to " + (action != null ? action.name : "nothing"));
-    }
-}
-

 

-
-

Loading Controller Maps at runtime

-

Before a Player can use a Controller Map, it first must be loaded into that Player. Controller Maps are loaded for each Player automatically at start (or, in the case of Joysticks, they are loaded when a Joystick is assigned to the Player) based on the Controller Map assignments you've made in the Players page of the Rewired Input Manager.

-

To assign the Controller Map at runtime via scripting or reload a default map (for example if you want to revert controls to the defaults), you would use the following methods to load a default Controller Map from the Rewired Input Manager into a Player.

-

Methods:

- -

These methods load the Controller Maps you've created in the Rewired Input Manager into the Player. You can load Controller Maps that have not been assigned to the Player in the Rewired Input Manager or replace existing Controller Maps that are already assigned. Documentation about each overload can be found in the method links above.

-
-// Re-load the keyboard maps that were assigned to this Player in the Rewired Input Manager
-player.controllers.maps.LoadDefaultMaps(ControllerType.Keyboard);
-
-// Load joysticks maps in each joystick in the "UI" category and "Default" layout and set it to be enabled on start
-foreach(Joystick joystick in player.controllers.Joysticks) {
-    player.controllers.maps.LoadMap(ControllerType.Joystick, joystick.id, "UI", "Default", true); 
-}
-

-

 

-
-

Displaying a button/axis/key name to the user for an Action

-

If you want to display some help text on the screen telling the user which button/key/axis to press for a particular Action, you can get this information from the ActionElementMap.elementIdenfitierName property. The following example shows various ways to get this information for an Action.

-
Player player = Rewired.ReInput.players.GetPlayer(0);
-
-// If set to true, only enabled maps will be returned
-bool skipDisabledMaps = true;
-
-// Get the first ActionElementMap of any type with the Action "Fire"
-Debug.Log(player.controllers.maps.GetFirstElementMapWithAction("Fire", skipDisabledMaps).elementIdentifierName);
-
-// Get the first button map with the Action "Jump"
-Debug.Log(player.controllers.maps.GetFirstButtonMapWithAction("Jump", skipDisabledMaps).elementIdentifierName);
-
-// Get the first axis map with the Action "Move Horizontal"
-Debug.Log(player.controllers.maps.GetFirstAxisMapWithAction("Move Horizontal", skipDisabledMaps).elementIdentifierName);
-
-// Loop over all ActionElementMaps of any type with the Action "Fire"
-foreach(var aem in player.controllers.maps.ElementMapsWithAction("Fire", skipDisabledMaps)) {
-    Debug.Log(aem.elementIdentifierName);
-}
-
-// Loop over all button maps with the Action "Fire"
-foreach(var aem in player.controllers.maps.ButtonMapsWithAction("Fire", skipDisabledMaps)) {
-    Debug.Log(aem.elementIdentifierName);
-}
-
-// Loop over all Axis maps with the Action "Move Horizontal"
-foreach(var aem in player.controllers.maps.AxisMapsWithAction("Move Horizontal", skipDisabledMaps)) {
-    Debug.Log(aem.elementIdentifierName);
-}
-
-// All elements mapped to all joysticks in the player
-foreach(Joystick j in player.controllers.Joysticks) {
-
-    // Loop over all Joystick Maps in the Player for this Joystick
-    foreach(JoystickMap map in player.controllers.maps.GetMaps(j.id)) {
-
-        // Loop over all button maps
-        foreach(ActionElementMap aem in map.ButtonMaps) {
-            Debug.Log(aem.elementIdentifierName + " is assigned to Button " + aem.elementIndex + " with the Action " + ReInput.mapping.GetAction(aem.actionId).name);
-        }
-
-        // Loop over all axis maps
-        foreach(ActionElementMap aem in map.AxisMaps) {
-            Debug.Log(aem.elementIdentifierName + " is assigned to Axis " + aem.elementIndex + " with the Action " + ReInput.mapping.GetAction(aem.actionId).name);
-        }
-
-        // Loop over all element maps of any type
-        foreach(ActionElementMap aem in map.AllMaps) {
-            if(aem.elementType == ControllerElementType.Axis) {
-                Debug.Log(aem.elementIdentifierName + " is assigned to Axis " + aem.elementIndex + " with the Action " + ReInput.mapping.GetAction(aem.actionId).name);
-            } else if(aem.elementType == ControllerElementType.Button) {
-                Debug.Log(aem.elementIdentifierName + " is assigned to Button " + aem.elementIndex + " with the Action " + ReInput.mapping.GetAction(aem.actionId).name);
-            }
-        }
-    }
-}
-
-// Log the keyboard keys assigned to an Action manually
foreach(ActionElementMap aem in player.controllers.maps.ButtonMapsWithAction(ControllerType.Keyboard, "ActionName", false)) { - InputAction action = ReInput.mapping.GetAction(aem.actionId); - if(action == null) continue; // invalid Action - if(aem.keyCode == KeyCode.None) continue; // there is no key assigned - - string descriptiveName = action.descriptiveName; // get the descriptive name of the Action - - // Create a string name that contains the primary key and any modifier keys - string key = aem.keyCode.ToString(); // get the primary key code as a string - if(aem.modifierKey1 != ModifierKey.None) key += " + " + aem.modifierKey1.ToString(); - if(aem.modifierKey2 != ModifierKey.None) key += " + " + aem.modifierKey2.ToString(); - if(aem.modifierKey3 != ModifierKey.None) key += " + " + aem.modifierKey3.ToString(); - - // Treat axis-type Actions differently than button-type Actions because axis contribution could be positive or negative - // It's generally safe to assume positive contribution for button-type Actions - if(action.type == InputActionType.Axis) { // this is an axis-type Action - - // Determine if it contributes to the positive or negative value of the Action - if(aem.axisContribution == Pole.Positive) { // positive - descriptiveName = !string.IsNullOrEmpty(action.positiveDescriptiveName) ? - action.positiveDescriptiveName : // use the positive name if one exists - action.descriptiveName + " +"; // use the descriptive name with sign appended if not - } else { // negative - descriptiveName = !string.IsNullOrEmpty(action.negativeDescriptiveName) ? - action.negativeDescriptiveName : // use the negative name if one exists - action.descriptiveName + " -"; // use the descriptive name with sign appended if not - } - } - - Debug.Log(descriptiveName + " is assigned to " + key); -}
-

You can also display the Controller Template element name for an Action:

-
-// Get the Controller Template
-var gamepad = controller.GetTemplate<IGamepadTemplate>();
-if(gamepad == null) return;
-
-// Get the first button map with the Action "Jump"
-var mapping = player.controllers.maps.GetFirstElementMapWithAction("Jump", skipDisabledMaps);
-if(mapping == null) return;
-
-// Get the Controller Template Element Targets for the Action Element Map
-int targetCount = gamepad.GetElementTargets(mapping, results);
-for(int i = 0; i < targetCount; i++) {
-	Debug.Log(results[i].descriptiveName);
-}
-

 

-
-

Displaying a glyph for a Controller element mapped to an Action

-

As of Rewired 1.1.56.0, displaying glyphs can be more easily handled by using the built-in glyph system. See this for more information. Specifically, this component can display the glyph(s) for controller elements mapped to an Action for a Player.

-

The following information is considered outdated, but remains for reference.

-

 

-
-

 

- -

Joysticks:

-

There are two different types of glyphs you can display for a Joystick:

-
    -
  1. Glyphs based on the Controller elements specific to that Controller (recommended).
  2. -
  3. Glyphs based on Controller Template elements.
  4. -
-

Normally, you would want to show glyphs based on the specific controller elements such as "X" on an Xbox controller, "Cross" on a Dual Shock 4, etc. If that's what you want to show, use method 1.

-

If instead you want to show generic glyphs based on a Controller Template such as the Gamepad Template (Action Bottom Row 1, Center 1, etc.), use method 2.

-

Method 1 - Displaying glyphs for elements on specific Joysticks:

-

There are three steps involved in displaying on-screen glyphs for Joystick elements:

-
    -
  1. Create the Joystick element glyph graphics.
  2. -
  3. Create a lookup table of Joystick element glyphs.
  4. -
  5. Display the glyph on-screen.
  6. -
-

Step 1:
- Obviously this is up to you to decide how your glyphs will look and in what data format they will be in.

-

Step 2:
- You will need to create a lookup table that associates particular Element Identifiers from particular Joysticks to the glyphs. This could be in any format you choose -- a database lookup, serialized data in a MonoBehaviour, etc.

-

(To save time, you can download a CSV file of the current controller element identifiers here.)
- (You can download a CSV file of the current Controllers here.)

-

This would look something like this in concept:

- - - - - - - - - - - - - - - - - - - - - - - - - -
JoystickGuidElement IdentifierGlyph
Xbox 360 Controllerd74a350e-fe8b-4e9e-bbcd-efff16d341150360_LeftStick_Horiz
  1360_LeftStick_Vert
  6360_ButtonA
-

 

-

The most important Joysticks to support are:

-
    -
  • Unknown Controller (used for all unrecognized controllers)
  • -
  • Xbox 360 Controller (used for all XInput-compatible gamepads on Windows when Use XInput is enabled)
  • -
  • Xbox One Controller
  • -
  • Sony DualShock 4
  • -
  • Sony DualSense
  • -
  • Nintendo Pro Controller
  • -
  • Steam Controller (used for the Steam Controller on Windows Gaming Input, OSX, Linux)
  • -
  • iOS MFi Gamepad (used for all gamepads on iOS and tvOS)
  • -
  • Standardized Gamepad (used for unrecognized gamepads on Android)
  • -
-

Step 3:
- Display the glyph on screen. This is up to you however you choose to do so depending on your data format and needs.

-

You can retrieve the glpyh based on the Joystick's GUID and the current Element Identifier Id mapped to a particular Action.

-

Here are the basic steps:

-
    -
  1. Get the last used Controller from the Player using Player.controllers.GetLastActiveController.
  2. -
  3. Determine the type of the Controller using the Controller.type property.
  4. -
  5. If a Joystick, identify this Joystick as a recognized type using the Joystick.hardwareTypeGuid property. (The type GUID for each recognized Controller can be found in this CSV file.)
  6. -
  7. Check if any element on this Controller is mapped to the Action in question using one of the following methods: - -
  8. -
  9. If the element is mapped, use this information to look up the glyph from your lookup table using the ActionElementMap.elementIdentifierId property and the Joystick.hardwareTypeGuid property.
  10. -
  11. Optional: Further information about the mapping can be found in the ActionElementMap such as the Axis Range, Axis Contribution, type, or other useful information should you need more specific glyphs for a finer level of detail.
  12. -
-

Below is a basic example that shows both one method of storing the glyph lookup data and how to get the current element glyph for an Action.

- -
-// ShowControllerGlyphs.cs
-using UnityEngine;
-using System.Collections;
-
-namespace Rewired.Demos {
-
-    // Shows how to display a glyph for an Action based on the current controller the player is using
-    public class ShowControllerGlyphs : MonoBehaviour {
-
-        public string showGlyphHelpForAction;
-
-        // Using OnGUI for Unity 4.3 compatibility
-        // You would probably want to use Unity UI in 4.6+ instead
-        void OnGUI() {
-            ShowGlyphs();
-        }
-
-        void ShowGlyphs() {
-            // Get the Rewired Player
-            Player p = ReInput.players.GetPlayer(0); // just use Player 0 in this example
-
-            // Get the last active controller the Player was using
-            Controller activeController = p.controllers.GetLastActiveController();
-            if(activeController == null) { // player hasn't used any controllers yet
-                // No active controller, set a default
-                if(p.controllers.joystickCount > 0) { // try to get the first joystick in player
-                    activeController = p.controllers.Joysticks[0];
-                } else { // no joysticks assigned, just get keyboard
-                    activeController = p.controllers.Keyboard;
-                }
-            }
-
-            // Display glyph help for a fixed Action - UI Help example
-            if(!string.IsNullOrEmpty(showGlyphHelpForAction)) {
-                InputAction action = ReInput.mapping.GetAction(showGlyphHelpForAction); // get the Action for the current string
-                if(action != null) { // make sure this is a valid action
-                    ShowGlyphHelp(p, activeController, action);
-                }
-            }
-        }
-
-        void ShowGlyphHelp(Player p, Controller controller, InputAction action) {
-            if(p == null || controller == null || action == null) return;
-
-            // Find the first element mapped to this Action on this controller
-            ActionElementMap aem = p.controllers.maps.GetFirstElementMapWithAction(controller, action.id, true);
-            if(aem == null) return; // nothing was mapped on this controller for this Action
-
-            if(controller.type != ControllerType.Joystick) return; // this example only supports joystick glyphs
-
-            // Find the glyph for the element on the controller
-            Sprite glyph = ControllerGlyphs.GetGlyph((controller as Joystick).hardwareTypeGuid, aem.elementIdentifierId, aem.axisRange);
-            if(glyph == null) return; // no glyph found
-
-            // Draw the glyph to the screen
-            Rect rect = new Rect(0, 30, glyph.textureRect.width, glyph.textureRect.height);
-            GUI.Label(new Rect(rect.x, rect.y + rect.height + 20, rect.width, rect.height), action.descriptiveName);
-            GUI.DrawTexture(rect, glyph.texture);
-        }
-    }
-}
-
-// ControllerGlpyhs.cs
-using UnityEngine;
-using System.Collections;
-
-namespace Rewired.Demos {
-    using Rewired.Data.Mapping;
-
-    // This is a basic example showing one way of storing glyph data for Joysticks
-    public class ControllerGlyphs : MonoBehaviour {
-
-        [SerializeField]
-        private ControllerEntry[] controllers;
-
-        private static ControllerGlyphs Instance;
-
-        void Awake() {
-            Instance = this; // set up a singleton
-        }
-
-        public static Sprite GetGlyph(System.Guid joystickGuid, int elementIdentifierId, AxisRange axisRange) {
-            if(Instance == null) return null;
-            if(Instance.controllers == null) return null;
-
-            // Try to find the glyph
-            for(int i = 0; i < Instance.controllers.Length; i++) {
-                if(Instance.controllers[i] == null) continue;
-                if(Instance.controllers[i].joystick == null) continue; // no joystick assigned
-                if(Instance.controllers[i].joystick.Guid != joystickGuid) continue; // guid does not match
-                return Instance.controllers[i].GetGlyph(elementIdentifierId, axisRange);
-            }
-
-            return null;
-        }
-
-        [System.Serializable]
-        private class ControllerEntry {
-            public string name;
-            // This must be linked to the HardwareJoystickMap located in Rewired/Internal/Data/Controllers/HardwareMaps/Joysticks
-            public HardwareJoystickMap joystick;
-            public GlyphEntry[] glyphs;
-
-            public Sprite GetGlyph(int elementIdentifierId, AxisRange axisRange) {
-                if(glyphs == null) return null;
-                for(int i = 0; i < glyphs.Length; i++) {
-                    if(glyphs[i] == null) continue;
-                    if(glyphs[i].elementIdentifierId != elementIdentifierId) continue;
-                    return glyphs[i].GetGlyph(axisRange);
-                }
-                return null;
-            }
-        }
-
-        [System.Serializable]
-        private class GlyphEntry {
-            public int elementIdentifierId;
-            public Sprite glyph;
-            public Sprite glyphPos;
-            public Sprite glyphNeg;
-
-            public Sprite GetGlyph(AxisRange axisRange) {
-                switch(axisRange) {
-                    case AxisRange.Full: return glyph;
-                    case AxisRange.Positive: return glyphPos != null ? glyphPos : glyph;
-                    case AxisRange.Negative: return glyphNeg != null ? glyphNeg : glyph;
-                }
-                return null;
-            }
-        }
-    }
-}
-

Method 2 - Displaying glyphs for elements on Controller Templates:

-

Only recognized Controllers listed here are compatible with Controller Templates. Unknown Controllers cannot use Controller Templates and will not be able to use this system.

-

There are three steps involved in displaying on-screen glyphs for Controller Template elements:

-
    -
  1. Create the Controller Template element glyph graphics.
  2. -
  3. Create a lookup table of Controller Template element glyphs.
  4. -
  5. Display the glyph on-screen.
  6. -
-

Step 1:
- Obviously this is up to you to decide how your glyphs will look and in what data format they will be in.

-

Step 2:
- You will need to create a lookup table that associates particular Element Identifiers from particular Controller Templates to the glyphs. This could be in any format you choose -- a database lookup, serialized data in a MonoBehaviour, etc.

-

(To save time, you can download a CSV file of the current Controller Template element identifiers here.)
- (You can also download a CSV file of the current Controller Templates here.)

-

This would look something like this in concept:

- - - - - - - - - - - - - - - - - - - - - - - - - -
Controller TemplateGuidElement IdentifierGlyph
Gamepad Template83b427e4-086f-47f3-bb06-be266abd1ca50LeftStick_Horiz
  1LeftStick_Vert
  4ButtonA
-

 

-

The most important Controller Template to support is the Gamepad Template.

-

Step 3:
- Display the glyph on screen. This is up to you however you choose to do so depending on your data format and needs.

-

You can retrieve the glpyh based on the Controller Template's GUID and the current Element Identifier Id mapped to a particular Action.

-

Here are the basic steps:

-
    -
  1. Get the last used Controller from the Player using Player.controllers.GetLastActiveController.
  2. -
  3. Get the first Controller Template from the Controller using the Controller.Templates property.
  4. -
  5. Use the IControllerTemplate.typeGuid property to look up the glyph. (The type GUID for each Controller Template can be found in this CSV file.)
  6. -
  7. Check if any element on this Controller is mapped to the Action in question using one of the following methods: - -
  8. -
  9. Convert the returned Action Element Map into a Controller Template Element Target by passing the Action Element Map to the IControllerTemplate.GetElementTargets method.
  10. -
  11. Use this information to look up the glyph from your lookup table using the ControllerTemplateElementTarget.element.id property and the IControllerTemplate.typeGuid property.
  12. -
  13. Optional: Further information about the mapping can be found in the ControllerTemplateElementTarget such as the Axis Range or other useful information should you need more specific glyphs for a finer level of detail.
  14. -
-

Below is a basic example that shows both one method of storing the glyph lookup data and how to get the current element glyph for an Action.

-
// ShowControllerTemplateGlyphs.cs
-using UnityEngine;
-using System.Collections.Generic;
-
-namespace Rewired.Demos {
-
-    // Shows how to display a glyph for an Action based on the current controller the player is using
-    public class ShowControllerTemplateGlyphs : MonoBehaviour {
-
-        public string showGlyphHelpForAction;
-
-        // A temporary working list to use
-        private List _tempTemplateElementTargets = new List();
-
-        // Using OnGUI for Unity 4.3 compatibility
-        // You would probably want to use Unity UI in 4.6+ instead
-        void OnGUI() {
-            ShowGlyphs();
-        }
-
-        void ShowGlyphs() {
-            // Get the Rewired Player
-            Player p = ReInput.players.GetPlayer(0); // just use Player 0 in this example
-
-            // Get the last active controller the Player was using
-            Controller activeController = p.controllers.GetLastActiveController();
-            if(activeController == null) { // player hasn't used any controllers yet
-                // No active controller, set a default
-                if(p.controllers.joystickCount > 0) { // try to get the first joystick in player
-                    activeController = p.controllers.Joysticks[0];
-                } else { // no joysticks assigned, just get keyboard
-                    activeController = p.controllers.Keyboard;
-                }
-            }
-
-            // Display glyph help for a fixed Action - UI Help example
-            if(!string.IsNullOrEmpty(showGlyphHelpForAction)) {
-                InputAction action = ReInput.mapping.GetAction(showGlyphHelpForAction); // get the Action for the current string
-                if(action != null) { // make sure this is a valid action
-                    ShowGlyphHelp(p, activeController, action);
-                }
-            }
-        }
-
-        void ShowGlyphHelp(Player p, Controller controller, InputAction action) {
-            if(p == null || controller == null || action == null) return;
-
-            // Find the first element mapped to this Action on this controller
-            ActionElementMap aem = p.controllers.maps.GetFirstElementMapWithAction(controller, action.id, true);
-            if(aem == null) return; // nothing was mapped on this controller for this Action
-            
-            if(controller.templateCount == 0) return; // this example only supports controllres that have Controller Templates
-
-            IControllerTemplate template = controller.Templates[0]; // just use the first template in the Controller
-
-            // Convert the Action Element Map into Controller Template Element Targets
-            // This gets what Controller Template Elements the Action Element Map is pointing to.
-            // Note that this may return two targets in some rare cases where the Action Element Map
-            // binds to multiple elements on the Template such as the Racing Wheel template which has
-            // Shifer 1-10 and Reverse Gear, two of which may be bound to the same Controller element.
-            // Two elements would also be returned if two Template Buttons are mapped to both poles of a single
-            // Controller Axis.
-            if(template.GetElementTargets(aem, _tempTemplateElementTargets) == 0) return; // no template targets found for the Action Element Map
-
-            ControllerTemplateElementTarget target = _tempTemplateElementTargets[0]; // just use the first target for this example
-
-            // Find the glyph for the element on the template
-            Sprite glyph = ControllerTemplateGlyphs.GetGlyph(template.typeGuid, target.element.id, target.axisRange);
-            if(glyph == null) return; // no glyph found
-
-            // Draw the glyph to the screen
-            Rect rect = new Rect(0, 30, glyph.textureRect.width, glyph.textureRect.height);
-            GUI.Label(new Rect(rect.x, rect.y + rect.height + 20, rect.width, rect.height), action.descriptiveName);
-            GUI.DrawTexture(rect, glyph.texture);
-        }
-    }
-}
-
// ControllerTemplateGlpyhs.cs
-using UnityEngine;
-using System.Collections;
-
-namespace Rewired.Demos {
-    using Rewired.Data.Mapping;
-
-    // This is a basic example showing one way of storing glyph data for Controller Templates
-    public class ControllerTemplateGlyphs : MonoBehaviour {
-
-        [SerializeField]
-        private ControllerTemplateEntry[] templates;
-
-        private static ControllerTemplateGlyphs Instance;
-
-        void Awake() {
-            Instance = this; // set up a singleton
-        }
-
-        public static Sprite GetGlyph(System.Guid templateGuid, int elementIdentifierId, AxisRange axisRange) {
-            if(Instance == null) return null;
-            if(Instance.templates == null) return null;
-
-            // Try to find the glyph
-            for(int i = 0; i < Instance.templates.Length; i++) {
-                if(Instance.templates[i] == null) continue;
-                if(Instance.templates[i].template == null) continue; // no joystick assigned
-                if(Instance.templates[i].template.Guid != templateGuid) continue; // guid does not match
-                return Instance.templates[i].GetGlyph(elementIdentifierId, axisRange);
-            }
-
-            return null;
-        }
-
-        [System.Serializable]
-        private class ControllerTemplateEntry {
-            public string name;
-            // This must be linked to the HardwareJoystickTemplateMap located in Rewired/Internal/Data/Controllers/HardwareMaps/Joysticks/Templates
-            public HardwareControllerTemplateMap template;
-            public GlyphEntry[] glyphs;
-
-            public Sprite GetGlyph(int elementIdentifierId, AxisRange axisRange) {
-                if(glyphs == null) return null;
-                for(int i = 0; i < glyphs.Length; i++) {
-                    if(glyphs[i] == null) continue;
-                    if(glyphs[i].elementIdentifierId != elementIdentifierId) continue;
-                    return glyphs[i].GetGlyph(axisRange);
-                }
-                return null;
-            }
-        }
-
-        [System.Serializable]
-        private class GlyphEntry {
-            public int elementIdentifierId;
-            public Sprite glyph;
-            public Sprite glyphPos;
-            public Sprite glyphNeg;
-
-            public Sprite GetGlyph(AxisRange axisRange) {
-                switch(axisRange) {
-                    case AxisRange.Full: return glyph;
-                    case AxisRange.Positive: return glyphPos != null ? glyphPos : glyph;
-                    case AxisRange.Negative: return glyphNeg != null ? glyphNeg : glyph;
-                }
-                return null;
-            }
-        }
-    }
-}
-

Keyboard:

-

The process is very similar to Joysticks, but complicated by the fact that a keyboard mapping may have up to 3 modifier keys as well as the primary key. Use the following properties on the ActionElementMap to determine to total binding:

- -

Download a CSV file of the current Keyboard element identifiers here.

-

Mouse:

-

The process is essentially identical to Joysticks.

-

Download a CSV file of the current Mouse element identifiers here.

-

 

-
-

Displaying a glyph for the currently active Controller elements

-

As of Rewired 1.1.56.0, displaying glyphs can be more easily handled by using the built-in glyph system. Specifically, this component can display a glyph for a specific controller element. You will still need to select the controller element(s) you want to display however, so the below information may be useful.

-

The following information is considered outdated, but remains for reference.

-

 

-
-

 

-

Very similar to the previous example, this is a slightly modified process:

-
using UnityEngine;
-using System.Collections;
-
-namespace Rewired.Demos {
-
-    public class ShowControllerGlyphs : MonoBehaviour {
-
-        // Using OnGUI for Unity 4.3 compatibility
-        // You would probably want to use Unity UI in 4.6+ instead
-        void OnGUI() {
-            ShowGlyphs();
-        }
-
-        void ShowGlyphs() {
-            // Get the Rewired Player
-            Player p = ReInput.players.GetPlayer(0); // just use Player 0 in this example
-
-            // Get the last active controller the Player was using
-            Controller activeController = p.controllers.GetLastActiveController();
-            if(activeController == null) { // player hasn't used any controllers yet
-                // No active controller, set a default
-                if(p.controllers.joystickCount > 0) { // try to get the first joystick in player
-                    activeController = p.controllers.Joysticks[0];
-                } else { // no joysticks assigned, just get keyboard
-                    activeController = p.controllers.Keyboard;
-                }
-            }
-
-            // Display glpyhs for all currently active controller elements
-            if(activeController.type != ControllerType.Joystick) return; // this example only shows joysticks, not keyboard/mouse/custom
-
-            int drawCount = 0;
-
-            // Display a glyph for each Action if mapped for this controller in the Player
-            for(int i = 0; i < ReInput.mapping.Actions.Count; i++) {
-                ShowActiveActionSource(p, activeController, ReInput.mapping.Actions[i], ref drawCount);
-            }
-        }
-
-        void ShowActiveActionSource(Player p, Controller controller, InputAction action, ref int count) {
-
-            Joystick joystick = controller as Joystick; // make sure this is a joystick
-            if(joystick == null) return;
-
-            float value = p.GetAxis(action.id);
-            if(value == 0.0f) return;
-
-            // Find the element source
-            if(!p.IsCurrentInputSource(action.id, controller.type, controller.id)) return; // not a source of this action
-
-            // Get the sources contributing to this Action
-            var sources = p.GetCurrentInputSources(action.id);
-            ActionElementMap aem = null;
-
-            // Find the first source on this controller for the Action
-            for(int i = 0; i < sources.Count; i++) {
-                if(sources[i].controller != controller) continue;
-                aem = sources[i].actionElementMap;
-                break; // only show one source for now
-            }
-            if(aem == null) return;
-
-            // Find the glyph for the element on the controller
-            Sprite glyph = ControllerGlyphs.GetGlyph(joystick.hardwareTypeGuid, aem.elementIdentifierId, aem.axisRange);
-            if(glyph == null) return; // no glyph found
-
-            // Draw the glyph to the screen
-            Rect rect = new Rect(count * 120, 30, glyph.textureRect.width, glyph.textureRect.height);
-            GUI.Label(new Rect(rect.x, rect.y + rect.height + 20, rect.width, rect.height), action.descriptiveName);
-            GUI.DrawTexture(rect, glyph.texture);
-
-            count++;
-        }
-    }
-}
-

 

-
-

Getting Controller Maps for a Joystick not currently attached

-

The previous methods for displaying glyphs and other mapping information require that the Joystick be attached to the system in order to look up the information. Sometimes you may want to display glyphs or other information about mappings for Joysticks that are not currently connected. The only way to do this is by loading Controller Map instances using the following methods to determine what the default mappings are for the controller in question when it is not present:

-

Joystick Maps:
- ReInput.mapping.GetJoystickMapInstance

-

Controller Template Maps:
- ReInput.mapping.GetControllerTemplateMapInstance

-

If you need to display gylphs for saved user mappings:
- ReInput.mapping.GetJoystickMapInstanceSavedOrDefault

-

Use the information from the returned maps to determine the mappings and display the information.

-

 

-
-

Getting contributing input sources for an Action

-

You can get information about all the input sources currently contributing to the value of an Action in a Player. There are several methods available to get this information:

- -

You can either retrieve a list of all input sources currently contributing to input or query whether a Controller type or an individual Controller contributed input.

-

You can get data about the current input sources and then use that to tell which Controllers or even which individual elements on the Controllers were used to provide the input in the current frame.

-

See InputActionSourceData for more information on data returned.

-

 

-
-

Determining which Controller was last used

-

You can determine which Controller or what type of Controller was last used system-wide or by an individual Player. One common use of this technique is to switch on-screen glyphs depending on whether the user is using a mouse/keyboard or a Joystick.

-

Use the following methods:

- -

The ReInput methods will get the last active controller of all controllers regardless of whether or not it is assigned to a Player or any of the elements have been mapped. This is most useful for one-player games.

-

The Player.controllers.GetLastActiveController method will get the last active controller used by that Player. Be aware that only mapped elements determine whether a Controller just became active. For example, if you're testing to see if the mouse is the last active controller, if nothing is mapped to the left mouse button and it is clicked, it will not be considered the last active controller in the Player.

-

Then you can get the Controller type from Controller.type.

-
-// Get last controller from a Player and the determine the type of controller being used
-Controller controller = player.controllers.GetLastActiveController();
-if(controller != null) {
-  switch(controller.type) {
-    case ControllerType.Keyboard:
-      // Do something for keyboard
-      break;
-    case ControllerType.Joystick:
-      // Do something for joystick
-      break;
-    case ControllerType.Mouse:
-      // Do something for mouse
-      break;
-    case ControllerType.Custom:
-      // Do something custom controller
-      break;
-  }
-}
-

You can also subscribe to events instead of polling:

- -

 

-
-

Determining if a Controller is a Gamepad

-

All recognized gamepads implement the IGamepadTemplate Controller Template. See Controller Templates - Determining if a Controller implements a particular Controller Template for more information.

-

 

-
-

Handling Mouse and Joystick axes

-
    -
  • Mouse axes always return Relative values (change in value since the last frame) unless the Input Behavior Mouse X/Y Axis Mode or Mouse Other Axis Mode has been set to "Digital Axis". Relative axes should never be multiplied by Time.deltaTime.
  • -
  • Joystick and Keyboard axes always return Absolute values (an absolute value from -1 to +1). Absolute axis values must be multiplied by Time.deltaTime.
  • -
  • Custom Controller axes can return Relative or Absolute values depending on how you configured the axis.
  • -
-

Determining which type of axis is being used for an Action

-

You have your choice of how to handle this. Do one of the following:

-
    -
  1. Check the player.GetAxisCoordinateMode method for the Action to determine if it's a relative or absolute axis.
  2. -
  3. Check the last used controller type to determine whether it's a mouse or other device type being used.
  4. -
  5. Create separate Actions for Mouse axes and Joystick axes.
  6. -
-

Using the same code for Mouse and Joystick axes

-

It's possible to use the exact same code to process both Absolute and Relative axes by first processing Absolute values into Relative values. This can be done by simply multiplying the value by Time.deltaTime and a base speed constant. For example, getting all axis values through this method will result in axis values that are processed to be Relative. Then your code can just be written to expect only Relative values:

-
public static float GetAxisRelative(this Rewired.Player player, int actionId, float absoluteToRelMult) {
-    float value = player.GetAxis(actionId);
-    if(player.GetAxisCoordinateMode(actionId) == Rewired.AxisCoordinateMode.Absolute) value *= Time.unscaledDeltaTime * absoluteToRelMult;
-    return value;
-}
-

 

-
-

Calibrating Joystick axes

-

The general process of calibrating Joystick axes is as follows:

-
    -
  1. Get the Joystick.
  2. -
  3. Get the Calibration Map from the Joystick.
  4. -
  5. Get the AxisCalibration for the Axis from the Calibration Map.
  6. -
  7. Set the calibrated values in the AxisCalibration object.
  8. -
-

You can see an example of axis calibration in Rewired/Examples/ControlRemapping1.

-

Enabled
- The enabled state of the Axis can be set with the AxisCalibration.enabled property. Disabled Axes always return 0.

-

Dead zone
- The dead zone of the Axis can be set with the AxisCalibration.deadZone property. If the Axis's absolute value is less than or equal to the dead zone, it will return 0.

-

Min, max, zero
-The Axis's value can be converted to a new range using the AxisCalibration.calibratedMin, AxisCalibration.calibratedMax, and AxisCalibration.calibratedZero properties. These can be used to transform the value of an Axis such as a gamepad trigger that returns -1 at a resting state into a more useful range of 0 when at rest, 1 when fully pressed. If AxisCalibration.applyRangeCalibration is set to false, these transformations will not be applied.

-

Invert
- If AxisCalibration.invert is set to true, the final value will be multiplied by -1. This can be used to correct an inverted Axis.
-

-

Sensitivity
- In order to set axis sensitivity, you must set the AxisCalibration.sensitivityType to determine how it will be calculated. If AxisCalibration.sensitivityType is set to Multiplier - or Power, the AxisCalibration.sensitivity property is used to calculate the value. If AxisCalibration.sensitivityType is set to Curve, the AxisCalibration.sensitivityCurve property is used to calculate the value.
-

-

Useful API Reference:

-

CalibrationMap
-
AxisCalibration
-AxisCalibrationData
-Joystick.calibrationMap
-
CalibrationMapSaveData
-Joystick.GetCalibrationMapSaveData

-

 

-
-

Vibration/Rumble

-

Rewired supports vibration on compatible controllers on certain platforms. See this for more information.

-

Important: You must have XInput enabled in the Rewired Input Manager on the Windows Standalone platform for Xbox 360 controller vibration support.

-

There are two ways you can set vibration.

-
    -
  1. Through the Player.
  2. -
  3. Through the Joystick(s).
  4. -
-

Setting vibration through the Player allows you to set vibration on all Joysticks assigned to that Player simultaneously.

-
-// Set vibration in all Joysticks assigned to the Player
-int motorIndex = 0; // the first motor
-float motorLevel = 1.0f; // full motor speed
-float duration = 2.0f; // 2 seconds
-
-player.SetVibration(motorIndex, motorLevel, duration);
-

To set vibration in the Joystick(s), just get them from the Player class and set the motor levels on - each of them.

-
-// Set vibration by motor type
-foreach(Joystick j in player.controllers.Joysticks) {
-    if(!j.supportsVibration) continue;
-    j.SetVibration(leftMotorValue, rightMotorValue);
-}
-
-// Set vibration by motor index
-foreach(Joystick j in player.controllers.Joysticks) {
-    if(!j.supportsVibration) continue;
-    if(j.vibrationMotorCount > 0) j.SetVibration(0, leftMotorValue);
-    if(j.vibrationMotorCount > 1) j.SetVibration(1, rightMotorValue);
-}
-
-// Set vibration for a certain duration
-foreach(Joystick j in player.controllers.Joysticks) {
-    if(!j.supportsVibration) continue;
-    if(j.vibrationMotorCount > 0) j.SetVibration(0, leftMotorValue, 1.0f); // 1 second duration
-}
-
-// Stop vibration
-foreach(Joystick j in player.controllers.Joysticks) {
-    j.StopVibration();
-}
-

This would set vibration on all Joysticks assigned to the Player.

-

There are also these functions/properties in the Joystick class:
- Joystick.supportsVibration
- Joystick.vibrationMotorCount
- Joystick.GetVibration
- Joystick.SetVibration
- Joystick.StopVibration
- Joystick.vibrationLeftMotor
- Joystick.vibrationRightMotor

-

 

-
-

Handling button presses of various types

-

Rewired has a number of methods for handling button presses in a variety of ways.

-

Most Common:

-
    -
  • Player.GetButton: Gets the button held state of an Action. This will return TRUE as long as the button is held. This also applies to axes being used as buttons.
  • -
  • Player.GetButtonDown: Gets the button just pressed state of an Action. This will only return TRUE only on the first frame the button is pressed or for the duration of the Button Down Buffer time limit if set in the Input Behavior assigned to this Action. This also applies to axes being used as buttons.
  • -
  • Player.GetButtonUp: Get the button just released state for an Action. This will only return TRUE for the first frame the button is released. This also applies to axes being used as buttons.
  • -
-

Double Press:

-
    -
  • Player.GetButtonDoublePressHold: Gets the button double pressed and held state of an Action. This will return TRUE after a double press and the button is then held.
  • -
  • Player.GetButtonDoublePressDown: Gets the button double pressed state of an Action. This will return TRUE only on the first frame of a double press.
  • -
  • Player.GetButtonDoublePressUp: Gets the button double pressed and just released state of an Action. This will return TRUE only on the first frame after a double press is released.
  • -
-

Single Press:

-

These methods should only be used if you need to detect both a single press and a double press on the same Action because they only return true after a delay.

-
    -
  • Player.GetButtonSinglePressHold: Gets the button single pressed and held state of an Action. This will return TRUE after a button is held and the double press timeout has expired. This will never return TRUE if a double press occurs. This method is delayed because it only returns TRUE after the double press timeout has expired. Only use this method if you need to check for both a single press and a double press on the same Action. Otherwise, use GetButton instead for instantaneous button press detection. The double press speed is set in the Input Behavior assigned to the Action.
  • -
  • Player.GetButtonSinglePressDown: Gets the button just single pressed and held state of an Action. This will return TRUE for only the first frame after a button press and after the double press timeout has expired. This will never return TRUE if a double press occurs. This method is delayed because it only returns TRUE after the double press timeout has expired. Only use this method if you need to check for both a single press and a double press on the same Action. Otherwise, use GetButtonDown instead for instantaneous button press detection. The double press speed is set in the Input Behavior assigned to the Action.
  • -
  • Player.GetButtonSinglePressUp: Gets the button single pressed and just released state of an Action. This will return TRUE for only the first frame after the release of a single press. This will never return TRUE if a double press occurs. This method is delayed because it only returns TRUE after the double press timeout has expired. Only use this method if you need to check for both a single press and a double press on the same Action. Otherwise, use GetButtonUp instead for instantaneous button press detection. The double press speed is set in the Input Behavior assigned to the Action.
  • -
-

Timed Presses:

-
    -
  • Player.GetButtonTimedPress: Gets the button held state of an Action after being held for a period of time. This will return TRUE only after the button has been held for the specified time and will continue to return TRUE until the button is released. This also applies to axes being used as buttons.
  • -
  • Player.GetButtonTimedPressDown: Gets the button state of an Action after being held for a period of time. This will return TRUE only on the frame in which the button had been held for the specified time. This also applies to axes being used as buttons.
  • -
  • Player.GetButtonTimedPressUp: Gets the button state of an Action after being held for a period of time and then released. This will return TRUE only on the frame in which the button had been held for at least the specified time and then released. This also applies to axes being used as buttons.
  • -
  • Player.GetButtonShortPress: Gets the button held state of an Action after being held for a period of time. This will return TRUE only after the button has been held for the specified time and will continue to return TRUE until the button is released. This also applies to axes being used as buttons. The button short press time is set in the Input Behavior assigned to the Action. For a custom duration, use GetButtonTimedPress instead.
  • -
  • Player.GetButtonShortPressDown: - Gets the button state of an Action after being held for a period of time. This will return TRUE only on the frame in which the button had been held for the specified time. This also applies to axes being used as buttons. The button short press time is set in the Input Behavior assigned to the Action. For a custom duration, use GetButtonTimedPressDown instead.
  • -
  • Player.GetButtonShortPressUp: Gets the button state of an Action after being held for a period of time and then released. This will return TRUE only on the frame in which the button had been held for at least the specified time and then released. This also applies to axes being used as buttons. The button short press time is set in the Input Behavior assigned to the Action. For a custom duration, use GetButtonTimedPressUp instead.
  • -
  • Player.GetButtonLongPress: Gets the button held state of an Action after being held for a period of time. This will return TRUE only after the button has been held for the specified time and will continue to return TRUE until the button is released. This also applies to axes being used as buttons. The button long press time is set in the Input Behavior assigned to the Action. For a custom duration, use GetButtonTimedPress instead.
  • -
  • Player.GetButtonLongPressDown: Gets the button state of an Action after being held for a period of time. This will return TRUE only on the frame in which the button had been held for the specified time. This also applies to axes being used as buttons. The button long press time is set in the Input Behavior assigned to the Action. For a custom duration, use GetButtonTimedPressDown instead.
  • -
  • Player.GetButtonLongPressUp: Gets the button state of an Action after being held for a period of time and then released. This will return TRUE only on the frame in which the button had been held for at least the specified time and then released. This also applies to axes being used as buttons. The button long press time is set in the Input Behavior assigned to the Action. For a custom duration, use GetButtonTimedPressUp instead.
  • -
-

Tap / Press:

-

To differentiate between a short tap and a longer press, simply use a combination of Player.GetButtonTimedPressUp and Player.GetButtonTimedPressDown. For example:

-
-if(player.GetButtonTimedPressUp("Action", 0f, 0.7f)) { // button was released in 0.7 seconds or less
-    // This is a tap
-} else if(player.GetButtonTimedPressDown("Action", 0.7f)) { // button was pressed for 0.7 seconds
-    // This is a press
-}
-

Repeating:

-
    -
  • Player.GetButtonRepeating: Gets the repeating button state of an Action. This will return TRUE when immediately pressed, then FALSE until the Input Behaviour button repeat delay has elapsed, then TRUE for a 1-frame duration repeating at the interval specified in the Input Behavior assigned to the Action. This also applies to axes being used as buttons.
  • -
-

History:

- -

Time Information:

-
    -
  • Player.GetButtonTimePressed: Gets the length of time in seconds that a button has been continuously held down. Returns 0 if the button is not currently pressed.
  • -
  • Player.GetButtonTimeUnpressed: Gets the length of time in seconds that a button has not been pressed. Returns 0 if the button is currently pressed.
  • -
-

Negative Buttons:

-

Each of the methods above also has a corresponding Negative Button method which is named the same except with NegativeButton in place of Button. These serve to allow you to use axes as buttons and will trigger when the negative side of the axis is activated while the standard Button version will trigger only when the positive side of the axis is activated. However, it is usually easier to just map each pole of the axis to a seperate Action (split axis) so that each Action can just be queried with GetButton.

-

If you want all GetButton calls to return True when either the positive or negative side of the axis is activated, enable the option "Activate Action Buttons on Negative Values" in the Rewired Editor.

-

 

-
-

Handling multi-button Actions

-

Rewired does not currently have a way to bind multiple Controller elements to a single Action except for keyboard modifier keys and indirectly through the use of Custom Controllers. To handle button combos, they should be handled in code based on your individual needs (timings, which needs to be pressed first, what cancels what out, etc). In these cases, it can help to think of it as if you're using Actions as buttons:

-
-// This example shows a simple handling of a 2-button combo where the
-// modifier button must be held down and the primary button pressed
-
-bool modifier = player.GetButton("ModifierAction"); // get the "held" state of the button
-bool primary = player.GetButtonDown("PrimaryAction"); // get the "just pressed" state of the button
-
-if(modifier && primary) { // modifier was held or just pressed and primary was just pressed
-    // Do something
-}
-

The constituent Actions can be remapped by the user freely and nothing breaks. You also don't have to worry about the complexities of trying to allow the user to remap actual physical button combos for an Action and worrying about what else may already mapped to the constituent buttons. In addition, this kind of Action combo will work across multiple Controllers and Controller types since Rewired's Player-based input system is largely controller agnostic.

-

 

-
-

Excluding certain Players from Joystick auto-assignment

-

The joystick auto-assignment system has a number of options available, including the option to exclude certain Players from auto-assignment. The "Exclude from Joy Auto Assign" checkbox on the Player in the Rewired Editor allows you to selectively disable joystick auto-assignment for certain Players. Additionally, this can be set in scripting with the player.controllers.excludeFromControllerAssignment property.

-

Also, the Settings page of the Rewired Editor has a number of options which can be set for Joystick auto-assignment. The "Assign to Playing Players Only" option allows to you exclude Players who are not currently playing or have been disabled by setting the Player.isPlaying property to False.

-

 

-
-

Changing configuration settings at runtime

-

Most configuration settings can be changed at runtime through ReInput.configuration. Please see the ReInput.ConfigHelper API reference for more information.

-

 

-
-

Simluating Input

-

You can inject your own input values into the Player-Action system is through the use of Custom Controllers. See the Custom Controllers documentation for more information.

-

 

-
-

Converting scripts from UnityEngine.Input to Rewired

-

IMPORTANT: This documentation applies to scripts that were written for the legacy UnityEngine.Input system. This does not apply to scripts written for Unity's new Input System.

-

Unity Input Override (the easy way):

-

Rewired includes the Unity Input Override script to make converting most scripts from Unity input to Rewired effortless and automatic, requiring no code changes to work. It even works with most assets downloaded from the Unity Asset Store. See Unity Input Override for more information.

-

Modifying script code to use Rewired instead of Unity input (the harder way):

-

Converting a script from UnityEngine.Input is a very straightforward process for a single player game. For a quick conversion, simply do two find and replace operations:

-
    -
  • "Input.GetButton" -> "Rewired.ReInput.players.GetPlayer(0).GetButton"
  • -
  • "Input.GetAxis" -> "Rewired.ReInput.players.GetPlayer(0).GetAxis"
  • -
-

This will get the value of each Action from Player 0 for all GetButton, GetButtonDown, GetButtonUp, GetAxis, and GetAxisRaw calls.

-

You will also need to create the Actions in the Rewired Input Manager that match the string names expected in the code. And of course you will have to create Keyboard, Mouse, Joystick, and/or Custom Controller Maps and assign them to Players as is standard Rewired practice.

-

Mouse Sensitivity: If the script you are using processes Mouse X/Y axis values such as a mouse-look script, be sure to set the Mouse XY Axis Sensitivity in the Input Behavior assigned to the Actions to 0.1 instead of Rewired's default value of 1. Unity defaults to 0.1 sensitivity for mouse axes, so you should change this value to match if you want the scripts to behave the same way they would when using Unity input.

-

If your code has Input.GetKey calls, if you want those to instead use Rewired Actions, you will want to change these to "Rewired.ReInput.players.GetPlayer(0).GetButton" and replace the Unity KeyCode with the name or id of the Action you want to use.

-

You could also cache the Player object on Awake for the Player in question and use that variable in the find/replace operation, but the above example provides a quick method to convert most scripts that use UnityEngine.Input to Rewired.

-

 

-
-

Exporting constants for use in scripting

-

On the Rewired Input Manager -> Tools page, the section "Export Constants" allows you to export all Actions, Map Categories, and Layouts, to a CS file containing a list of constants. For example, this allows you to use Rewired Actions in scripts without having to type in strings which are prone to typos, plus it allows you take advantage of auto-complete in your IDE. Using constants is also more efficient because integer comparison is faster than string comparison.

-

Note: The exported constants will only be valid for the Rewired Input Manager from which they were exported. If you have multiple different Rewired Input Managers with different input configurations, you will have to export from both and use a different parent class name for each so they don't conflict. Also, if you add or delete any relevant items in the Rewired Input Manager, the constant list must be exported again.

-
-// The Action id constants can be used in place of strings throughout the Rewired API
-
-void Update() {
-    Player player = ReInput.players.GetPlayer(0);
-    bool fire = player.GetButton(RewiredConsts.Action.Fire) // get the value of "Fire" by using the Action id constant instead of a string
-}
-

 

-
-

Displaying a drop-down list of Actions in the inspector of a script

-

You can display a list of Rewired Actions in a MonoBehaviour script by using the ActionIdPropertyAttribute which will automatically create a Unity property drawer in the inspector.

-

ActionIdProperty

-

There are two steps:

-
    -
  1. Export a list of Action id constants from the Rewired Input Manager
  2. -
  3. Create a public integer field in your script and add the ActionIdProperty attribute
  4. -
-

Using the ActionIdProperty attribute

-

In your MonoBehaviour script, create an integer field (or array/list) and add the ActionIdProperty attribute above it. You must pass this attribute a class Type that contains a list of public integer constants. Each constant will be displayed in the drop-down list.

-

Optional: You can also pass ActionIdProperty an integer Enum type and it will display each item in the enumeration. The drawback of using Enums is that you will have to cast the enum value to an int each time you want to use it in the Rewired API.

-
using UnityEngine;
-using Rewired;
-
-public class MyClass : MonoBehaviour {
-
-    // This attribute denotes this int field as a Rewired Action Id property and will display a drop-down list
-    // The class RewiredActions was exported from the Rewired Input Manager and contains a list of Action id constants
-    [ActionIdProperty(typeof(RewiredConsts.Action))]
-    public int rewiredAction1;
-
-    void Update() {
-        Player p = ReInput.players.GetPlayer(0);
-
-        if(rewiredAction1 >= 0) { // make sure the Action id is valid before using it because None = -1
-            if(p.GetButton(rewiredAction1)) { // get the button value for the Action
-                Debug.Log("Pressed: " + ReInput.mapping.GetAction(rewiredAction1).name); // log the name of the Action
-            }
-        }
-    }
-}
-

IMPORTANT:

-

ActionIdProperty attribute is not compatible with the constant export setting "Create Action Category Classes." This option creates additional sub classes for each Action Category. The property drawer does not have the capability of drilling down multiple class levels to find constants to generate the list.

-

 

-
-

Implementing a "Press Start to Join" Joystick assignment system

-

Normally, Rewired will assign Joysticks to Players when each controller is detected based on settings in the Rewired Input Manager -> Settings page. This will assign a Joystick to each Player in order as they become available so that the first Joystick is assigned to Player 0, the second to Player 1, and so on. But the question has come up many times as to how to be able to let users just pick up any attached controller and press "Start", then have that player join as the next available Player with that Joystick assigned. This kind of assignment method isn't as straightforward to implement.

-

First you should understand a little bit how Controller Maps work. Controller maps are loaded by the Player, not the Controller, therefore there is no Action named "Start" in the Joystick from which to generate input unless you assign that Joystick to a Player first. Because of this, you cannot simply ask each unassigned Joystick for the value of "Start" to determine if a player wants to join because it doesn't have access to any Controller Maps.
-

-

There are various ways this assignment scheme can be achieved. Each method has its own advantages and disadvantages. Please read through all examples and decide which is most appropriate for your game before choosing a method.

- -

 

-

Method 1: Using a variable Rewired.Player as an input source for your own Player object.

-

An example is included with Rewired showing the concept in action.
-

-
    -
  1. Make your Players (let's say Player 0 – 3) in the editor.
  2. -
  3. Assign them all Joystick Maps for theJoysticks you want to support.
  4. -
  5. Create a “Start” action and be sure it is assigned in the Joystick Maps you assigned to the Players on some button -- preferably, multiple buttons just to be sure in case a particular Joystick has no Start button (or “Center 2” as defined in the Gamepad Template.) A safe bet would be to put it on “Center 2” and “Action Bottom Row 1” for the Gamepad Template, and Button 0 on Unknown Controller (if you're defining an Unknown Controller Map).
  6. -
  7. Leave Joystick auto-assignment enabled. Rewired will give each Rewired.Player a Joystick if available.
  8. -
  9. Loop through all Rewired.Players and check for player.GetButtonDown(“Start”).
  10. -
  11. Now in your game code, simply assign whichever Rewired.Player returned TRUE to your game-side player object. Your game-side player object may be Player[0], but the Rewired.Player doesn’t have to be. The user could press a button on the Joystick assigned to Rewired.Player[3], but you can still then use Rewired.Player[3] as the input source for your game-side Player[0].
  12. -
-


- If you also support Keyboard and Mouse, at that point you might want to go ahead and load the appropriate keyboard map Layouts for your Player[0] into Rewired.Player[3]. This works best if keyboard Layouts for the various in-game players will be fixed. IE: Player 1 always uses the WASD set, Player 2 always uses JIKM, etc. (There are ways to make this assignment dynamic too but that's not covered here.)

-

The following code shows an example of one implmentation of Method 1:

-
-/* Prerequisites:
* 1. Create "JoinGame" Action.
* 2. Create Map Categories "Assignment" and "UI".
* 3. Create Joystick and Keyboard Maps in the "Assignment" category that map "JoinGame"
* to some buttons/keys such as "Start" on in the Gamepad Template and "Space"
* and/or "Enter" in the Keyboard Map.
* 4. Create Joystick and Keyboard Maps in the "UI" category for controlling the UI.
* 5. Assign the "Assignment" maps to each Player (assign the Keyboard Map to only 1 Player unless you've
* created multiple in different layouts for each Player to use). Ensure they are set to be enabled on start.
* 6. Assign the "UI" maps to each Player setting them to be disabled on start.
* 7. Leave joystick auto-assignment enabled.
*/
-using UnityEngine; -using System.Collections.Generic; - -namespace Rewired.Demos { - using Rewired; - - public class PressStartToJoinPlayerSelector : MonoBehaviour { - - public int maxPlayers = 4; - - private List<PlayerMap> playerMap; // Maps Rewired Player ids to game player ids - private int gamePlayerIdCounter = 0; - - void Awake() { - playerMap = new List<PlayerMap>(); - } - - void Update() { - - // Watch for JoinGame action in each Player - for(int i = 0; i < ReInput.players.playerCount; i++) { - if(ReInput.players.GetPlayer(i).GetButtonDown("JoinGame")) { - AssignNextPlayer(i); - } - } - } - - void AssignNextPlayer(int rewiredPlayerId) { - if(playerMap.Count >= maxPlayers) { - Debug.LogError("Max player limit already reached!"); - return; - } - - int gamePlayerId = GetNextGamePlayerId(); - - // Add the Rewired Player as the next open game player slot - playerMap.Add(new PlayerMap(rewiredPlayerId, gamePlayerId)); - - Player rewiredPlayer = ReInput.players.GetPlayer(rewiredPlayerId); - - // Disable the Assignment map category in Player so no more JoinGame Actions return - rewiredPlayer.controllers.maps.SetMapsEnabled(false, "Assignment"); - - // Enable UI control for this Player now that he has joined - rewiredPlayer.controllers.maps.SetMapsEnabled(true, "UI"); - - Debug.Log("Added Rewired Player id " + rewiredPlayerId + " to game player " + gamePlayerId); - } - - private int GetNextGamePlayerId() { - return gamePlayerIdCounter++; - } - - // This class is used to map the Rewired Player Id to your game player id - private class PlayerMap { - public int rewiredPlayerId; - public int gamePlayerId; - - public PlayerMap(int rewiredPlayerId, int gamePlayerId) { - this.rewiredPlayerId = rewiredPlayerId; - this.gamePlayerId = gamePlayerId; - } - } - } -}
-

 

-

Method 2: Easy but does not detect "Start", only any button press:

-

An example is included with Rewired showing the concept in action.

-
    -
  1. Disable Joystick auto-assignment in the Rewired Editor.
  2. -
  3. In your script, iterate over all Joysticks and check for any button press.
  4. -
  5. Assign that Joystick to the first Player.
  6. -
-

 

-

Method 3: Detect "Start" button press manually:

-
    -
  1. (Optional) disable Joystick auto-assignment in the Rewired Editor.
  2. -
  3. Assign all Joysticks to the System Player on start so we can detect the result of Actions on Start and whenever one is connected.
  4. -
  5. Check for the value of the "Start" Action you've created and assigned to the Start button or other appropriate button in your Joystick Maps.
  6. -
  7. Get a list of contributing input sources for the "Start" Action and get the target Joystick from InputActionSourceData.controller.
  8. -
  9. Assign that Joystick to Player 1 and deassign it from System.
  10. -
- -

The following code shows an example implementation of Method 3:

-
/* Prerequisites:
* 1. Create "JoinGame" Action.
* 2. Create Map Categories "Assignment" and "UI".
* 3. Create Joystick and Keyboard Maps in the "Assignment" category that map "JoinGame"
* to some buttons/keys such as "Start" on in the Gamepad Template and "Space"
* and/or "Enter" in the Keyboard Map.
* 4. Create Joystick and Keyboard Maps in the "UI" category for controlling the UI.
* 5. Assign the "Assignment" maps to each Player (assign the Keyboard Map to only 1 Player unless you've
* created multiple in different layouts for each Player to use). Ensure they are set to be enabled on start. - * 6. Assign the "UI" maps to each Player setting them to be disabled on start.
* 7. Leave joystick auto-assignment enabled.
*/
-using UnityEngine; -using System.Collections.Generic; - -namespace Rewired.Demos { - using Rewired; - - public class PressStartToJoinPlayerSelector2 : MonoBehaviour { - - public int maxPlayers = 4; - private int rewiredPlayerIdCounter = 0; - - // Track which Joysticks we've seen before in this session so we can tell new joysticks vs ones that have already been assigned to a Player - private List<int> assignedJoysticks; - - void Awake() { - assignedJoysticks = new List<int>(); - - // Subscribe to controller connected events - ReInput.ControllerConnectedEvent += OnControllerConnected; - } - - void Start() { - // NOTE: On some platforms/input sources, joysticks are ready at this time, but on others they may not be ready yet. - // Must also check in OnControllerConected event. - - // Assign all Joysticks to the System Player initially removing assignment from other Players. - AssignAllJoysticksToSystemPlayer(true); - } - - void OnControllerConnected(ControllerStatusChangedEventArgs args) { - if(args.controllerType != ControllerType.Joystick) return; - - // Check if this Joystick has already been assigned. If so, just let Auto-Assign do its job. - if(assignedJoysticks.Contains(args.controllerId)) return; - - // Joystick hasn't ever been assigned before. Make sure it's assigned to the System Player until it's been explicitly assigned - ReInput.players.GetSystemPlayer().controllers.AddController( - args.controllerType, - args.controllerId, - true // remove any auto-assignments that might have happened - ); - } - - void AssignAllJoysticksToSystemPlayer(bool removeFromOtherPlayers) { - foreach(var j in ReInput.controllers.Joysticks) { - ReInput.players.GetSystemPlayer().controllers.AddController(j, removeFromOtherPlayers); - } - } - void Update() { - - // Watch for JoinGame action in System Player - if(ReInput.players.GetSystemPlayer().GetButtonDown("JoinGame")) { - AssignNextPlayer(); - } - } - - void AssignNextPlayer() { - if(rewiredPlayerIdCounter >= maxPlayers) { - Debug.Log("Max player limit already reached!"); - return; - } - - // Get the next Rewired Player Id - int rewiredPlayerId = GetNextGamePlayerId(); - - // Get the Rewired Player - Player rewiredPlayer = ReInput.players.GetPlayer(rewiredPlayerId); - - // Determine which Controller was used to generate the JoinGame Action - Player systemPlayer = ReInput.players.GetSystemPlayer(); - var inputSources = systemPlayer.GetCurrentInputSources("JoinGame"); - - foreach(var source in inputSources) { - - if(source.controllerType == ControllerType.Keyboard || source.controllerType == ControllerType.Mouse) { // Assigning keyboard/mouse - - // Assign KB/Mouse to the Player - AssignKeyboardAndMouseToPlayer(rewiredPlayer); - - // Disable KB/Mouse Assignment category in System Player so it doesn't assign through the keyboard/mouse anymore - ReInput.players.GetSystemPlayer().controllers.maps.SetMapsEnabled(false, ControllerType.Keyboard, "Assignment"); - ReInput.players.GetSystemPlayer().controllers.maps.SetMapsEnabled(false, ControllerType.Mouse, "Assignment"); - break; - - } else if(source.controllerType == ControllerType.Joystick) { // assigning a joystick - - // Assign the joystick to the Player. This will also un-assign it from System Player - AssignJoystickToPlayer(rewiredPlayer, source.controller as Joystick); - break; - - } else { // Custom Controller - throw new System.NotImplementedException(); - } - } - - // Enable UI map so Player can start controlling the UI - rewiredPlayer.controllers.maps.SetMapsEnabled(true, "UI"); - } - - private void AssignKeyboardAndMouseToPlayer(Player player) { - // Assign mouse to Player - player.controllers.hasMouse = true; - - // Load the keyboard and mouse maps into the Player - player.controllers.maps.LoadMap(ControllerType.Keyboard, 0, "UI", "Default", true); - player.controllers.maps.LoadMap(ControllerType.Keyboard, 0, "Default", "Default", true); - player.controllers.maps.LoadMap(ControllerType.Mouse, 0, "Default", "Default", true); - - // Exclude this Player from Joystick auto-assignment because it is the KB/Mouse Player now - player.controllers.excludeFromControllerAutoAssignment = true; - - Debug.Log("Assigned Keyboard/Mouse to Player " + player.name); - } - - private void AssignJoystickToPlayer(Player player, Joystick joystick) { - // Assign the joystick to the Player, removing it from System Player - player.controllers.AddController(joystick, true); - - // Mark this joystick as assigned so we don't give it to the System Player again - assignedJoysticks.Add(joystick.id); - - Debug.Log("Assigned " + joystick.name + " to Player " + player.name); - } - - private int GetNextGamePlayerId() { - return rewiredPlayerIdCounter++; - } - } -}
-

 

-

A quicker but less accurate method would be to do step 1-3 above then:
-

- Loop through each Joystick in the System Player and find out which Joystick was the last to have any button pressed and assign that Joystick to the Player.
-
- This isn't perfect since any button could have been pressed on any Joystick besides the ones assigned to the "Start" action, but in most cases it would probably work fine.
-
- There are also other functions to get the last active Joystick, but they won't help you here because you're only concerned with the "Start" button press and not axes, etc.
-
- Method 4: Poll a specific button by index on a specific controller:

-

This method only works if you know your users are going to only be using one specific controller type (such as an Xbox controller on an Xbox system).
-

-
    -
  1. Use ReInput.controllers.polling.PollAllControllersForAllButtons to poll for button presses.
  2. -
  3. Check the returned ControllerPollingInfo.elementIdentifierId or ControllerPollingInfo.elementIdentifierName to determine which button was pressed. -
  4. -
-

Method 5: Poll a specific button on a Controller Template:

-

This method only works for Controllers that support Controller Templates.

-
    -
  1. Loop through all Controllers Templates of a particular type.
  2. -
  3. Check the value of the Start button on the template if it supports one such as gamepad.start.
  4. -
-

 

-
-

Saving and loading Controller Maps

-

UserDataStore is a class designed to help with saving and loading of Controller Maps, Input Behaviors, calibration settings, and more. Please see User Data Store for more information.

-

There are several steps involved in saving and loading Controller Maps.

-

Saving:

-
    -
  1. Get the save data from each Player in XML or JSON format.
  2. -
  3. Save the data to a storage medium.
  4. -
-

Loading:

-
    -
  1. Identify the Controllers you want to load maps for.
  2. -
  3. Load the map data in XML or JSON format.
  4. -
  5. Set the map data in the Player.
  6. -
-

Rewired includes a basic system for storing the saved data -- UserDataStore_PlayerPrefs which may not be suitable for everyone. Since every game and platform may have different requirements for data storage, you will probably want to write your own data storage system for your specific needs. You will have to save the data in a format most suitable to your game and platform. Possible options are PlayerPrefs, a database, binary or text files, cloud storage, etc. (UserDataStore can optionally be extended to support any storage medium.)
-

-

The example mapping demo in Rewired/Examples/ControlRemapping1 includes saving and loading of Controller Maps, Axis Calibration Maps, and Input Behaviors. See this demo project to learn the process of saving and loading. Note: The demo project uses PlayerPrefs for the data storage medium. This is not ideal, but was done for simplicity and cross-platform compatibility for the example. It should not be difficult to substitute another storage medium suitable to your platform.

-

Example Code from the ControlRemapping1 (see example in Rewired/Examples/ControlRemapping1 for complete code)

-
private void SaveAllMaps() {
-    // This example uses PlayerPrefs because its convenient, though not efficient, but you could use any data storage method you like.
-
-    IList<Player> allPlayers = ReInput.players.AllPlayers;
-    for(int i = 0; i < allPlayers.Count; i++) {
-        Player player = allPlayers[i];
-
-        // Get all savable data from player
-        PlayerSaveData playerData = player.GetSaveData(true);
-
-        // Save Input Behaviors
-        foreach(InputBehavior behavior in playerData.inputBehaviors) {
-            string key = GetInputBehaviorPlayerPrefsKey(player, behavior);
-            PlayerPrefs.SetString(key, behavior.ToXmlString()); // save the behavior to player prefs in XML format
-        }
-
-        // Save controller maps
-        foreach(ControllerMapSaveData saveData in playerData.AllControllerMapSaveData) {
-            string key = GetControllerMapPlayerPrefsKey(player, saveData);
-            PlayerPrefs.SetString(key, saveData.map.ToXmlString()); // save the map to player prefs in XML format
-        }
-    }
-
-    // Save joystick calibration maps
-    foreach(Joystick joystick in ReInput.controllers.Joysticks) {
-        JoystickCalibrationMapSaveData saveData = joystick.GetCalibrationMapSaveData();
-        string key = GetJoystickCalibrationMapPlayerPrefsKey(saveData);
-        PlayerPrefs.SetString(key, saveData.map.ToXmlString()); // save the map to player prefs in XML format
-    }
-
-    // Save changes to PlayerPrefs
-    PlayerPrefs.Save();
-}
-
-private void LoadAllMaps() {
-    // This example uses PlayerPrefs because its convenient, though not efficient, but you could use any data storage method you like.
-
-    IList<Player> allPlayers = ReInput.players.AllPlayers;
-    for(int i = 0; i < allPlayers.Count; i++) {
-        Player player = allPlayers[i];
-
-        // Load Input Behaviors - all players have an instance of each input behavior so it can be modified
-        IList<InputBehavior> behaviors = ReInput.mapping.GetInputBehaviors(player.id); // get all behaviors from player
-        for(int j = 0; j < behaviors.Count; j++) {
-            string xml = GetInputBehaviorXml(player, behaviors[j].id); // try to the behavior for this id
-            if(xml == null || xml == string.Empty) continue; // no data found for this behavior
-            behaviors[j].ImportXmlString(xml); // import the data into the behavior
-        }
-
-        // Load the maps first and make sure we have them to load before clearing
-
-        // Load Keyboard Maps
-        List<string> keyboardMaps = GetAllControllerMapsXml(player, true, ControllerType.Keyboard, ReInput.controllers.Keyboard);
-
-        // Load Mouse Maps
-        List<string> mouseMaps = GetAllControllerMapsXml(player, true, ControllerType.Mouse, ReInput.controllers.Mouse); // load mouse controller maps
-        
-        // Load Joystick Maps
-        bool foundJoystickMaps = false;
-        List<List<string>> joystickMaps = new List<List<string>>();
-        foreach(Joystick joystick in player.controllers.Joysticks) {
-            List<string> maps = GetAllControllerMapsXml(player, true, ControllerType.Joystick, joystick);
-            joystickMaps.Add(maps);
-            if(maps.Count > 0) foundJoystickMaps = true;
-        }
-        
-        // Now add the maps to the controller
-
-        // Keyboard maps
-        if(keyboardMaps.Count > 0) player.controllers.maps.ClearMaps(ControllerType.Keyboard, true); // clear only user-assignable maps, but only if we found something to load. Don't _really_ have to clear the maps as adding ones in the same cat/layout will just replace, but let's clear anyway.
-        player.controllers.maps.AddMapsFromXml(ControllerType.Keyboard, 0, keyboardMaps); // add the maps to the player
-
-        // Joystick maps
-        if(foundJoystickMaps) player.controllers.maps.ClearMaps(ControllerType.Joystick, true); // clear only user-assignable maps, but only if we found something to load. Don't _really_ have to clear the maps as adding ones in the same cat/layout will just replace, but let's clear anyway.
-        int count = 0;
-        foreach(Joystick joystick in player.controllers.Joysticks) {
-            player.controllers.maps.AddMapsFromXml(ControllerType.Joystick, joystick.id, joystickMaps[count]); // add joystick controller maps to player
-            count++;
-        }
-
-        // Mouse Maps
-        if(mouseMaps.Count > 0) player.controllers.maps.ClearMaps(ControllerType.Mouse, true); // clear only user-assignable maps, but only if we found something to load. Don't _really_ have to clear the maps as adding ones in the same cat/layout will just replace, but let's clear anyway.
-        player.controllers.maps.AddMapsFromXml(ControllerType.Mouse, 0, mouseMaps); // add the maps to the player
-    }
-
-    // Load joystick calibration maps
-    foreach(Joystick joystick in ReInput.controllers.Joysticks) {
-        joystick.ImportCalibrationMapFromXmlString(GetJoystickCalibrationMapXml(joystick)); // load joystick calibration map if any
-    }
-}
-

Loading the Default Controller Maps:

-

Default Controller Maps are stored in the Rewired Input Manager. You can load the defaults for a Player by using these methods:

- -

 

-

Useful API Reference:

-

Player.GetSaveData - Get all save data from the player at once. This includes Controller Map data.

-

player.controllers.maps - Methods to get, set, and work with Controller Maps in Player.

-

 

-
-

Saving and loading Calibration Maps

-

UserDataStore is a class designed to help with saving and loading of Controller Maps, Input Behaviors, calibration settings, and more. Please see User Data Store for more information.

-

The process for saving and loading calibration maps is very similar to Saving and loading Controller Maps, except instead of getting the maps from the Player, you must get the Calibration Map data from the Controllers themselves.

-

Example Code from the ControlRemapping1 (see example in Rewired/Examples/ControlRemapping1 for complete code)

-
private void SaveAllMaps() {
-    // ... Removed controller map saving code
-
-    // Save joystick calibration maps
-    foreach(Joystick joystick in ReInput.controllers.Joysticks) {
-        JoystickCalibrationMapSaveData saveData = joystick.GetCalibrationMapSaveData();
-        string key = GetJoystickCalibrationMapPlayerPrefsKey(saveData);
-        PlayerPrefs.SetString(key, saveData.map.ToXmlString()); // save the map to player prefs in XML format
-    }
-
-    // Save changes to PlayerPrefs
-    PlayerPrefs.Save();
-}
-
-private void LoadAllMaps() {
-    // ... Removed controller map loading code
-
-    // Load joystick calibration maps
-    foreach(Joystick joystick in ReInput.controllers.Joysticks) {
-        joystick.ImportCalibrationMapFromXmlString(GetJoystickCalibrationMapXml(joystick)); // load joystick calibration map if any
-    }
-}    
-

Useful API Reference:

-

player.controllers.maps - Methods to get, set, and work with Controller Maps in Player.

-

Joystick.calibrationMap - Get the Calibration Map from the Controller.

-

Joystick.GetCalibrationMapSaveData - Get the Calibration Map save data.

-

 

-
-

Modifying Input Behaviors during runtime

-

Get the Input Behavior you wish to modify from the Player.

-

Player.controllers.maps.InputBehaviors - Gets a list of all InputBehaviors in this Player.
- Player.controllers.maps.GetInputBehavior - Gets a specific InputBehavior.

-

Once you have the Input Behavior, modify any property you wish.

-

API Reference - InputBehavior

-

You can save Input Behaviors to XML or JSON so your runtime changes can be loaded in another game session. The example mapping demo in Rewired/Examples/ControlRemapping1 includes saving and loading of Controller Maps, Axis Calibration Maps, and Input Behaviors. See the example for information on how to save and load Input Behaviors.

-

 

-
-

Creating on-screen touch controls

-

Rewired includes a set of touch controls which you can use directly in your game. For special needs not covered by the included touch controls, you can create your own by using Custom Controllers to map touch input to Actions.

-

 

-
-

Creating a controller mapping screen

-

Rewired now includes Control Mapper, a customizable UI control mapping system built with Unity UI that should fit the needs of many games. Please see Control Mapper for more information.

-

Creating a mapping screen from scratch

-

To get you started, for an exhaustive example, see the example mapping screen in Rewired/Examples/ControlRemapping1. The example uses Unity's legacy GUI system. For a much simpler but less complete example, see Rewired/Examples/SimpleControlRemapping.

-

Every game's needs are different with regards to user mapping screens. The ControlRemapping1 example was built for a fairly complex game with a number of players and various game modes and supports saving and loading Controller Maps, Joystick assignment, element remapping, calibration, conflict checking, and more. You should be able to learn what you need to from the example project to create your own mapping screen.

-

Before beginning, it is very important to understand the Controller Map structure and how input is processed in a Player. Please read Controller Maps and also Controller Maps - How Input is Processed in Controller Maps for more information.

-

Just as a brief summary, the basic process for changing an element's mapping goes like this:

-
    -
  1. Get the Player for which you are changing element mappings.
  2. -
  3. Get the ControllerMap you want to modify from the Player.
    - Various functions here can help in finding it. For example:
    - player.controllers.maps.GetMap
  4. -
  5. Listen for controller input using Input Mapper.
  6. -
  7. Handle assignment conflicts.
  8. -
-

Examples:

- -

IMPORTANT:

-

I do not provide support for making your own control remapping system.

-
    -
  • I have provided 4 working examples for those expert programmers to use to learn the API so they can make their own remapping systems.
  • -
  • I have provided a complete, drop-in UI system, Control Mapper, for those that can't write their own system or don't want to spend the time reading the examples to learn how to do so.
  • - -
-

If looking through the examples to learn is too difficult, use Control Mapper.

-

Do not contact support asking for help writing your remapping system, asking how to do each step of the process, asking for tutorials or code examples, or sending code asking why it doesn't work. All the answers to all questions related to this topic are in the examples provided.

-

 

-
-

Conflict Checking

-

When using Control Mapper, Input Mapper, or when manually creating a control remapping system using the low-level API, before a controller element is bound, a conflict check can be performed to determine if any existing bindings exist that would conflict with the new binding so you can determine what action to take to resolve the conflict(s).

-

Rewired's conflict checking system tries to prevent the user from cross-assigning his controls. For example, if the user tries to assign the key A to "Fire" after it has already been assigned to "Jump", a warning will be displayed asking the user whether they would like to replace the assignment or (optionally) add the new conflicting assignment anyway.

-

The Rewired Input Manager has many options for controlling conflict checking. These are handled on a Map Category basis. You are able to set which Map Categories perform conflict checking against other Map Categories. This conflict checking is configurable independently each way, so if you want one Map Category to conflict check against another but not vice versa, this is possible. Additionally, this allows you to have categories such as "Common", "Infantry Mode", "Tank Mode", "Airplane Mode" and have all these maps configurable by the user without having conflict checking between mutually-exclusive Map Categories such as "Tank Mode" and "Infantry Mode" while all still conflict checking against "Common" and vice versa. See Rewired Editor - Map Categories for more information.

-

Protected controls

-

You may want to have certain controls protected from re-assignment. One example of this might be the ESC key if you use that for some important system control and you don't want the user removing this assignment by trying to assign ESC to another Action. In Rewired, protection of controls is handled on the Map Category level. To protect a set of System controls from ever being re-assigned, uncheck the "User Assignable" checkbox in the Map Category that contains the Action in the Rewired Input Manager.

-
    -
  • Map Category -> User Assignable
  • -
-

 

-
-

Creating new controller definitions

-

This is an advanced topic. Creating definitions requires a number of tools to help identify the elements and requires thorough testing on several platforms if you desire cross-platform compatibility. To make this process easier, if you have a controller you want to support, please let me know via the support form on the website. I will do my best to get ahold of the controller and add definitions for it. If I cannot, you can arrange to mail the controller to me and I will add definitions for it and then mail it back to you.

-

A video tutorial is available on YouTube here.

-

IMPORTANT: Not all controllers are suitable for automatic recognition. Creating definitions for some controllers can cause many problems. Read this first before making a new controller definition.

-

You can create your own controller definitions if you want to support a specific controller without requiring the user manually map their controller elements. However there are several things you need to be aware of if you want to modify the list of supported controllers:

-
    -
  1. You should copy the ControllerDataFiles object in Rewired/Internal/Data/Controllers to another location (preferably outside the Internal folder) and modify the copy. NEVER modify the original ControllerDataFiles, otherwise when you upgrade Rewired, your ControllerDataFiles will be overwritten and your changes lost.
  2. -
  3. You will need to link your Rewired Input Manager to the new ControllerDataFiles object. Click your Rewired Input Manager in the scene hierarchy and drag-and-drop your copy of ControllerDataFiles into the Data Files field in the inspector. This will instruct Rewired to use your modified ControllerDataFiles instead of the default original.
  4. -
  5. NEVER modify any of the default Hardware Joystick Map or Hardware Joystick Template Map files. If you do, the next time you upgrade Rewired, your changes will be overwritten. Instead, make a copy of any map you wish to modify, move it to another location (preferably outside the Internal folder), also copy the ControllerDataFiles object to another location, then link up the reference to the new Hardware Joystick Map or Hardware Joystick Template map in your ControllerDataFiles object.
  6. -
-

Now that you know the rules, here are the steps to creating a new controller:

-
    -
  1. Copy ControllerDataFiles to a new location.
  2. -
  3. Create a new HardwareJoystickMap object from the menu: Window -> Rewired -> Create -> Assets -> Hardware Joystick Map.
  4. -
  5. Move the Hardware Joystick Map to a suitable location.
  6. -
  7. Click your copy of ControllerDataFiles, then in the inspector, modify the Hardware Joystick Maps array to increase its size.
  8. -
  9. Drag and drop your new Hardware Joystick Map into the new element in the array.
  10. -
  11. Now, to edit your new Hardware Joystick Map, click its file and then click "Launch Hardware Joystick Map Editor" in the inspector.
  12. - -
  13. Edit the Hardware Joystick Map. The process is as follows: -
      -
    • Create Element Identifiers for each of the controller's physical elements. An element can be designated as an Axis or a Button.
    • -
    • Select a platform you wish to map such as Raw/Direct Input.
    • -
    • On the Matching Criteria tab, fill out the information used to identify the controller. You can get this information by using the tool included for the platform you're editing. See Step 8 below.
    • -
    • Create axes and buttons and map them to the platform's input sources. There are various options to help you deal with axes that behave in non-standard ways.
    • -
    • Hats should be mapped to buttons, one for each of the four directions.
    • -
    -
  14. -
  15. To identify the joystick elements on a particular platform, you may use the tools in the Rewired/DevTools folder. Open the JoystickElementIdentifier scene. Change the configuration in the Rewired Input Manager if you need to make a definition for a different input source than the default. Press play to see a readout of joystick elements as you move axes and press buttons on the device. You may split the game window and edit your hardware map while the game is running so you can see the readout of the elements.
  16. -
  17. Link your new ControllerDataFiles to your Input Manager in the scene so it will recognize the new joysticks.
  18. -
-

The Hardware Joystick Map Editor window

-

Hardware Joystick Map Editor

-
-

Creating new controller templates

-

This is an advanced topic. Creating definitions requires a number of tools to help identify the elements and requires thorough testing on several platforms if you desire cross-platform compatibility. To make this process easier, if you have a controller you want to support, please let me know via the support form on the website. I will do my best to get ahold of the controller and add definitions for it. If I cannot, you can arrange to mail the controller to me and I will add definitions for it and then mail it back to you.

-

See Creating new controller definitions for precautions on working with ControllerDataFiles and Hardware Joystick Maps as the same rules apply here.

-
    -
  1. Create a new HardwareJoystickTemplateMap object from the menu: Window -> Rewired -> Create -> Assets -> Hardware Joystick Template Map.
  2. -
  3. Move the Hardware Joystick Template Map to a suitable location.
  4. -
  5. Click your copy of ControllerDataFiles, then in the inspector, modify the Joystick Templates array to increase its size.
  6. -
  7. Drag and drop your new Hardware Joystick Template Map into the new element in the array.
  8. -
  9. Now, to edit your new Hardware Joystick Template Map, click its file and then click "Launch Hardware Joystick Template Map Editor" in the inspector.
  10. -
  11. Edit the hardware joystick template map by filling out the information. You will need to create a list of Element Identifiers for this template, add joysticks for each joystick the template supports, and create the maps for each joystick.
  12. -
  13. Add a reference to the new Controller Template to your copy of Controller Data Files under the Templates section.
  14. -
  15. Generate scripts for your templates. Click on your copy of Controller Data Files and in the inspector click "Generate Controller Templates Script" and save the file somewhere outside the Rewired folder.
  16. -
  17. Enable the use of your templates by enabling user templates in the Global Options window: Window -> Rewired -> Global Options -> Enable User-Defined Controller Templates.
  18. -
-

 

-
-

Adding a controller to an existing controller template

-

This is an advanced topic. Creating definitions requires a number of tools to help identify the elements and requires thorough testing on several platforms if you desire cross-platform compatibility. To make this process easier, if you have a controller you want to support, please let me know via the support form on the website. I will do my best to get ahold of the controller and add definitions for it. If I cannot, you can arrange to mail the controller to me and I will add definitions for it and then mail it back to you.

-

See Creating new controller definitions for precautions on working with ControllerDataFiles and Hardware Joystick Maps as the same rules apply here.

-

A video tutorial is available on YouTube here.

-

You can add a new controller definition to an existing template. Be sure the new controller has similar elements and a similar layout. The steps are as follows:

-
    -
  1. First select the Hardware Joystick Map Template object from the Project view.
  2. -
  3. Click the "Launch Hardware Joystick Template Map Editor" button in the inspector.
  4. -
  5. In the window, select the "Joysticks" tab.
  6. -
  7. Add a new joystick which will appear at the bottom of the list.
  8. -
  9. Give this joystick a name. This is only used for identification purposes in this editor.
  10. -
  11. You will need to get the GUID of the joystick you're adding from the Hardware Joystick Map file. Open the Hardware Joystick Map editor for the joystick you're adding, then copythe GUID from the "Settings" tab and paste it in the "Joystick Guid" field of the new joystick in the template editor.
  12. -
  13. You will also need to get the Unity file GUID of the Hardware Joystick Map. This is different from the above GUID. You can obtain this file GUID enabling "Visible Meta Files" in Edit -> Project Settings -> Editor in the application menu, then navigating to the folder with the Hardware Joystick Map and opening the .meta file associated with the asset. The GUID should be clearly visible. Copy this GUID and paste it into the "File Guid" field of your new joystick in the template editor.
  14. -
  15. On the "Maps" tab of the template editor, select your new joystick from the dropdown at the top.
  16. -
  17. Click "Add Entry" to add a new element.
  18. -
  19. You will be mapping each joystick element to a template element. The elements are listed by name.
  20. -
  21. Add as many elements as there are Element Identifiers in your joystick.
  22. -
-

 

-
-

Excluding controller definitions

-

See Creating new controller definitions for precautions on working with ControllerDataFiles and Hardware Joystick Maps as the same rules apply here.

-

If there is a particular controller that is included with Rewired that you don't want to support for some reason, you must do the following:

-
    -
  1. Copy ControllerDataFiles to a new location.
  2. -
  3. Click your copy of ControllerDataFiles, then in the inspector, remove the controller(s) you don't want to support from the Hardware Joystick Maps array.
  4. -
  5. Link your new ControllerDataFiles to your Input Manager in the scene so it will use the new joystick list.
  6. -
-

 

-
-

Identifying recognized Joysticks

-

- If you need to identify a Joystick for some reason (you're building a controller element glyph table for example), you can determine the identity of a Joystick by using the joystick.hardwareTypeGuid property. This will return the unique GUID of the Joystick type. (Note: This is a Rewired-generated GUID, not from the hardware.) This GUID can be found in each HardwareJoystickMap on the Settings page. HardwareJoystickMaps can be found in the Assets/Rewired/Internal/Data/Controllers/HardwareMaps/Joysticks/ folder in your project.

-

(To save time, you can download a CSV file of the current controllers here.)

-

If a Joystick is not a recognized controller, it will always return Guid.Empty (all zeros).

-

Be sure to note the special cases for certain controllers on some platfoms/input sources as noted here as this affects what a controller is identified as.

-

 

-
-

Identifying controllers on Windows fallback or Windows Webplayer platforms

-

Update: Unity fixed this issue on Windows in Unity 4.6.3p1 and an early version of Unity 5.x. You can check if the current version of Unity includes the fix by checking the value of ReInput.unityJoystickIdentificationRequired. If true, you should allow your players to manually identify controllers using the methods described below.

-

Update 2: Windows UWP in Unity fallback mode also has this same issue.

-

Because of limitations of Unity's input system, you need to take special measures on these platforms for controllers on Windows Standalone (only if you're not using native input -- Raw Input, Direct Input, or XInput -- native input does not have this problem) and Windows Webplayer (native input is not available in Webplayer). Note: This procedure is not required for OSX or other platforms.

- -

Unity's input system has a major problem that makes it impossible to accurately identify which joystick id belongs to which physical controller in Windows. To solve this issue, at game start and at any point a controller is either connected or disconnected, you should ask the user to manually identify each controller one-by-one by pressing a button on the controller that matches the name displayed on-screen.

-

Rewired provides several functions to facilitate joystick identification:

-

GetUnityJoystickIdFromAnyButtonOrAxisPress - Returns the 0 based id of the Unity joystick whose button or axis was pressed. -1 if no button or axis was pressed on any joystick. Use this to identify controllers when using Unity's input system. This has no effect if Unity Input is not handling input on the current platform.

-

GetUnityJoystickIdFromAnyButtonPress - Returns the 0 based id of the Unity joystick whose button was pressed. -1 if no button was pressed on any joystick. Use this to identify controllers when using Unity's input system. This has no effect if Unity Input is not handling input on the current platform.

-

ReInput.controllers.SetUnityJoystickIdFromAnyButtonOrAxisPress - Sets a Unity joystick as the input source of a Joystick. The first Unity joystick that returns a button or axis press will be assigned to the Joystick. While no buttons or axes are pressed, this will return False. When a press is detected, it will return True and assign the joystick id.

-

ReInput.controllers.SetUnityJoystickIdFromAnyButtonPress - Sets a Unity joystick as the input source of a Joystick. The first Unity joystick that returns a button press will be assigned to the Joystick. While no buttons are pressed, this will return False. When a button press is detected, it will return True and assign the joystick id.

-

ReInput.controllers.SetUnityJoystickId - Sets a Unity joystick as the input source of a Joystick. Use this to remap a Joystick to its source when reconnected on platforms that use Unity Input. This has no effect if Unity Input is not handling input on the current platform.

-

An example is included in Rewired/Examples/FallbackJoystickIdentification which you can look at to see how this is done.

-

The basic idea is this:

-
    -
  1. At game start, pop up a GUI asking the user to press a button on each named controller.
  2. -
  3. When the user presses the button, set the joystick id on the Joystick so Rewired can identify which physical controller it is.
  4. -
  5. Repeat the above steps for each controller attached to the system.
  6. -
  7. Any time a controller is connected or disconnected, repeat the whole identification process for every controller.
  8. -
-

Once the controllers are properly identified, you can use Rewired as usual to receive input, remap controllers, etc. and everything will function properly.

-

Note: If the user has more than one controller with identical names, there is no way to distinguish between the various controllers for identification. The order that the user identifies the controllers may change Joystick to Player assignments. There is nothing you can do to prevent this. If this happens, the user will have to reassign the Joysticks to players manually using a controller mapping screen. See Creating a controller mapping screen for more information.

-

FallbackJoystickIdentificationDemo.cs from Rewired/Examples/FallbackJoystickIdentification

-
-// This example shows how to have the user manually identify joysticks by name to assit with a Unity
// bug where joysticks cannot be associated with a Unity joystick ID without manual intervention when
// using Unity as the input source (as opposed to native input). - -// NOTE: This only affects the Windows Standalone and Windows Webplayer platforms and was patched by Unity in 4.6.3p1,
// so this is no longer required in Unity 4.x versions after 4.6.3p1.
// This was also fixed in an early version of Unity 5.x, but not in 5.0. -
-using UnityEngine; -using System.Collections.Generic; -
namespace Rewired.Demos { - - [AddComponentMenu("")] - public class FallbackJoystickIdentificationDemo : MonoBehaviour { - - // Consts - private const float windowWidth = 250.0f; - private const float windowHeight = 250.0f; - private const float inputDelay = 1.0f; - - // Working vars - private bool identifyRequired; - private Queue joysticksToIdentify; - private float nextInputAllowedTime; - private GUIStyle style; - - private void Awake() { - if(!ReInput.unityJoystickIdentificationRequired) return; // this platform does not require manual joystick identificaion - - // Subscribe to device change events - ReInput.ControllerConnectedEvent += JoystickConnected; - ReInput.ControllerDisconnectedEvent += JoystickDisconnected; // this event is called after joystick is fully disconnected and removed from lists - - IdentifyAllJoysticks(); - } - - private void JoystickConnected(ControllerStatusChangedEventArgs args) { - // Identify all joysticks on connect or disconnect because ids are not reliable in Unity - IdentifyAllJoysticks(); - } - - private void JoystickDisconnected(ControllerStatusChangedEventArgs args) { - // Identify all joysticks on connect or disconnect because ids are not reliable in Unity - IdentifyAllJoysticks(); - } - - public void IdentifyAllJoysticks() { - // Reset each time in case user changes joysticks while dialog is open - Reset(); - - // Check if there are any joysticks - if(ReInput.controllers.joystickCount == 0) return; // no joysticks, nothing to do - - // Get current Joysticks - Joystick[] joysticks = ReInput.controllers.GetJoysticks(); - if(joysticks == null) return; - - // Set flag to enable identification mode - identifyRequired = true; - - // Create a queue out of the joysticks array - joysticksToIdentify = new Queue(joysticks); - - // Set the time for accepting input again - SetInputDelay(); - } - - private void SetInputDelay() { - // Prevent user input for a period of time after each identification to handle button hold problem - nextInputAllowedTime = Time.time + inputDelay; - } - - private void OnGUI() { - if(!identifyRequired) return; - if(joysticksToIdentify == null || joysticksToIdentify.Count == 0) { - Reset(); - return; - } - - // Draw dialog window - Rect centerWindowRect = new Rect(Screen.width * 0.5f - windowWidth * 0.5f, Screen.height * 0.5f - windowHeight * 0.5f, windowWidth, windowHeight); // create a cetered window rect - GUILayout.Window(0, centerWindowRect, DrawDialogWindow, "Joystick Identification Required"); // draw the window - GUI.FocusWindow(0); // focus the window - - // Do not allow input during input delay to filter out holding a button down and assigning all joysticks to a single joystick id - if(Time.time < nextInputAllowedTime) return; - - // Poll for a joystick button press to identify the joystick - if(!ReInput.controllers.SetUnityJoystickIdFromAnyButtonPress(joysticksToIdentify.Peek().id)) { - return; // no input detected - } - - // Remove the joystick from the queue now that we've used it - joysticksToIdentify.Dequeue(); - - // Renew the input delay time after press - SetInputDelay(); - - // Finish up if the queue is empty - if(joysticksToIdentify.Count == 0) { - Reset(); // done - } - } - - private void DrawDialogWindow(int windowId) { - if(!identifyRequired) return; // window displays 1 frame after it is closed, so this is required to prevent null references below - - // Set up a temporary style with word wrap - if(style == null) { - style = new GUIStyle(GUI.skin.label); - style.wordWrap = true; - } - - // Draw the window contents - GUILayout.Space(15); - GUILayout.Label("A joystick has been attached or removed. You will need to identify each joystick by pressing a button on the controller listed below:", style); - Joystick joystick = joysticksToIdentify.Peek(); - GUILayout.Label("Press any button on \"" + joystick.name + "\" now.", style); - - GUILayout.FlexibleSpace(); - if(GUILayout.Button("Skip")) { - joysticksToIdentify.Dequeue(); - return; - } - } - - private void Reset() { - joysticksToIdentify = null; - identifyRequired = false; - } - } -}
-
-

Copying input configuration to another project

-

As explained in the Input Manager documentation, Rewired's configuration settings are stored as serialized data inside the Rewired Input Manager Game Object. You can work with this Game Object like any other Game Object in Unity -- duplicate it, copy and paste it, create a prefab out of it, revert it to the prefab's default settings, etc. The settings contained in the GameObject will be carried over just like any other inspector settings when copied.

-

Important: When copying assets in Unity to another project, you must also copy the asset's metadata or you will lose script references - and have other issues. There are several ways to properly copy a GameObject from one project to another:

-
    -
  1. Export the object to a Unitypackage file and import it.
  2. -
  3. Create a prefab and copy the files in the OS file manager.
  4. -
  5. Copy the scene file in the OS file manager.
  6. -
-

Export the object to a Unitypackage file and import it

-

You can create a Unitypackage file from assets by selecting them in the Project window and going to the menu Assets -> Export Package. This will create a Unitypackage from the selected Project assets which will include the necessary metadata. Be sure to uncheck "include dependencies" or it will export a bunch of files from the Rewired folder too.

-

Note that this does not work with a Game Object in the scene. In order to export a Unitypackage with the Rewired Input Manager in it, you must first create a prefab out of the Rewired Input Manager, then export that prefab file.

-

In the new project, first, make sure Rewired is installed, then import the prefab by going to the menu Assets -> Import Package -> Custom Package and select the Unitypackage file you created.

-

Create a prefab and copy the files in the OS file manager

-

First, create a prefab out of the Rewired Input Manager. Next, be sure that Visible Meta Files is enabled by going to the menu in the Unity Editor at Edit -> Project Settings and selecting Visible Meta Files in the dropdown for Version Control. This will make Unity store its metadata in text files along with each asset instead of storing it in a location hidden away in the project. For each asset in your project, there will be an additional file with a .meta extension.

-

In the other project, make sure Rewired is installed. Then in the OS's file manager, select both the .prefab file you created and the .meta along side it in your first project and copy those to the Assets folder of your new project.

-

Copy the scene file in the OS file manager

-

If you don't want to create a prefab out of your Rewired Input Manager, you can instead copy the entire scene file to your new project in the OS file manager. Make sure Rewired is installed in your second project first, then copy the scene file. Open the scene file and the Rewired Input Manager will have all the same data as in your first project. Note that any other objects in your scene depending on assets or scripts that do not exist in this new project will be broken.

-

 

-
-

Hiding input settings on the Unity launcher

-

Unity's launcher has a built-in input tab that allows players to customize input through the Unity input manager settings. With Rewired, this interface is not only irrelevant, it is problematic. Rewired sets up over 400 input manager entries to be able to get input from all controllers on Unity fallback platforms. The user should not be allowed to make changes to these default inputs. However Unity gives you no option to hide this input manager settings tab in the launcher. There are three options to deal with this:

-
    -
  1. Disable the launcher. This has the disadvantage of preventing the user from changing the display resolution. To disable it, see Display Resolution Dialog setting in the Unity Player settings.
  2. - -
  3. Hack the launcher to hide the input tab. There are no clear guidelines on how to do this, but this forum post shows how one user did it on Windows.
  4. -
  5. Disable the launcher completely and implement your own custom launcher. This allows you to give your user resolution display options as well. (The Unity player can be launched with command line options which set the resolution. See the section Unity Standalone Comand Line Arguments for more information.)
  6. -
-

 

-
-

Optimizing performance

-

For mobile platforms, squeezing out as much performance as possible is important. Here are some tips to help optimize Rewired's performance in your game:

-
    -
  • If you do not ever get input in FixedUpdate or OnGUI in your game, make sure these Update Loops are disabled in the Rewired Input Manager - Settings page. Each additional update loop you have enabled increases CPU usage of Rewired.
  • -
  • The more Players, Actions, enabled Controller Maps, and ActionElementMap bindings you have, the more cpu time is required to evaluate input for each of these every update.
  • -
  • Disable all Controller Maps that are not needed in the current game state. For example, if you have a Map Category for UI controls, disable all UI Controller Maps when the UI is not displayed.
  • -
  • Use integer contstants instead of string names for calling methods that take an Action, Map Category, or Layout. String comparison is slower than integer comparison. See Exporting constants for use in scripting for information on how to get a list of constants.
  • -
  • If your game doesn't need keyboard or mouse input on certain platforms, disable one or both using the platform options in the Rewired Editor - Settings page.
  • -
-

Input Events
- If you are getting input by using input events, you are shifting the burden of polling for input events on Rewired instead of your scripts which increases its CPU usage. Not only that, but any code in your script that is run in the input event callback will be attributed by the profiler to InputManager_Base instead of your script.

-

Unity Profiler, Debug Build, and Unity Editor Performance
- Unity's profiler in Debug builds tends to report significantly inflated CPU usage for Rewired's InputManager_Base.Update. For example, testing shows that on the PlayStation Vita platform, the profiler will report CPU time up to 2x actual CPU time when timed manually in a Release build. XBox One can report CPU usage of 20x the CPU usage when using a Debug build vs a Development build. In testing on Windows, release builds performed on average 2.5x faster in Unity 4.3 and 3.5x faster in Unity 5.4 than when timed inside the Unity editor. Rest assured, Rewired's core update loop has already been heavily optimized for performance.

-

Deep Profile
- If you enable Deep Profile in the Unity Profiler, InputManager_Base will show a drastically inflated CPU usage due to the fact that Deep Profile uses reflection to get method information. The depth of Rewired's call stack dramatically increases this performance penalty, making it look as if Rewired is taking a huge percentage of the processing time when in reality this is just profiler overhead.

-

 

-
-

Using Rewired to control Unity's new UI

-

See Rewired Standalone Input Module for information.

-

 

-
-

Using Apple Siri Remote on Apple TV

-

In general, the Siri Remote works like any other Joystick in Rewired.

-

Special mappable elements on the Remote:

-
    -
  • Touchpad X, Y - The X and Y values returned by the remote touchpad. This value is affected by the remote's current relative/absolute setting. This can be changed by setting UnityEngine.Apple.TV.Remote.reportAbsoluteDpadValues.
  • -
  • Pitch - Returns a -1.0 to +1.0 value based on the current tilt of the remote. Returns 0 when the remote is held with the touchpad end of the remote facing directly up. Positive values correspond to a tilt of the remote toward the screen relative to the 0 position. Negative values correspond to a tilt of the remote away from the screen relative to the 0 position.
  • -
  • Rotate - Returns a -1.0 to +1.0 value based on the current rotation of the remote. Returns 0 when the remote is held with the touchpad end of the remote facing directly up. Positive values correspond to a clockwise rotation of the remote from the 0 position. Negative values correspond to a counter-clockwise rotation of the remote from the 0 position.
  • -
  • Acceleration X, Y, Z - Returns the acceleration X, Y, and Z vectors.
  • -
  • Gravity X, Y, Z - Returns the Gravity X, Y, and Z vectors.
  • -
-

Joystick Assignment
-
If using Joystick auto-assignment (enabled by default), the Siri Remote is treated as any other Joystick and will be assigned to the first Player found that needs a Joystick assigned based on your current settings. If making a 1-player game, it is highly recommended that you raise the "Max Joysticks Per Player" setting to a large number such as 100 so that all attached Joysticks will be assigned to the Player. This will allow the Player to use the Siri Remote or any gamepad attached without issue.

-

Please see the Unity Documentation for Apple TV for more information on special considerations for publishing on tvOS.

-

 

-
-

Using ArcadeGuns G-500 AimTrak Light Guns

-

In order for the AimTrak G-500 to work with Rewired, the device must first be configured properly. See Supported Controllers - Configuring ArcadeGuns G-500 AimTrak Light Guns for more information.

-

The data returned by the AimTrak light guns is not processed by Rewired into a screen-space or world-space coordinate system. The data is returned as it is received from the device. The data must be processed in your scripts in the appropriate manner for your intended use.

-

The easiest way to tell that the data is from the AimTrak would be to create 2 special Actions specifically for this controller. Something like AimTrakX and AimTrackY. Then in your scripts you can simply check for these Actions and process the values in to the appropriate coordinate system. Alternately, you could check an Action's contributing input sources to determine if that Action was contributed to by the AimTrak by checking the joystick.hardwareTypeGuid property. If the guid is 1708268b-3914-42c4-a339-7bf4fe83fde2, then it is from the AimTrak G-500. (This guid can be found in the HardwareJoystickMap controller definition.)

-

 

-
-

Using Sony DualShock 4 special features

-

The Sony DualShock 4 supports vibration, gyro/accelerometer, touchpad, and changing the light color on Windows Standalone and OSX only at present (Enhanced Device Support option required.) If you're developing for the PlayStation 4, see the PS4 plugin documentation or use the common interface to support both platforms simultaneously.

-

The special features of this controller are accessible through the ControllerExtensions.DualShock4Extension class.

-

Also see the Dual Shock 4 Special Features example.

-

An example on how to use this class is shown below:

-
-using Rewired;
-using Rewired.ControllerExtensions;
-
-class DS4Test {
-
-  // Getting and setting various values on all DS4's assigned to this Player
-  public void TestDS4(Player player) {
-
-    // Loop through all Joysticks assigned to this Player
-    foreach(Joystick joystick in player.controllers.Joysticks) {
-
-      // Get the Dual Shock 4 Controller Extension from the Joystick
-      var ds4 = joystick.GetExtension<DualShock4Extension>();
-      if(ds4 == null) continue; // this is not a DS4, skip it
-
-      // Get the accelerometer value
-      Vector3 accelerometer = ds4.GetAccelerometerValue();
-
-      // Get the gyroscope value
-      Vector3 gyro = ds4.GetGyroscopeValue();
-
-      // Get the controller orientation
-      Quaternion orientation = ds4.GetOrientation();
-
-      // Get the touch positions for both fingers
-      bool touch1isTouching, touch2isTouching;
-      Vector2 touch1Pos, touch2Pos;
-      touch1isTouching = ds4.GetTouchPosition(0, out touch1Pos);
-      touch2isTouching = ds4.GetTouchPosition(1, out touch2Pos);
-
-      // Get/Set vibration
-      // Note: Vibration can also be set in a generic way through Joystick.SetVibration
-      float vibration = ds4.GetVibration(DualShock4MotorType.WeakMotor);
-      ds4.SetVibration(DualShock4MotorType.StrongMotor, 1.0f); // set vibration on a single motor by type
-      ds4.SetVibration(1.0f, 1.0f); // set vibration on both motors simultaneously
-      ds4.StopVibration(); // stop all vibration
-
-      // Get the light color
-      Color lightColor = ds4.GetLightColor();
-
-      // Set the light color
-      ds4.SetLightColor(new Color(1.0f, 1.0f, 0.0f, 0.5f)); // alpha is multiplied by rgb to get final value
-    
-      // Set the light flash
-      ds4.SetLightFlash(1.0f); // flash light every 1 second
-      ds4.StopLightFlast(); // stop light flashing
-
-      // Get the battery level
-      float battery = ds4.batteryLevel;
-    }
-  }
-}
-

Common Interface
-
You can use the ControllerExtensions.IDualShock4Extension interface instead if you want to run the same code on the PS4 platform and a desktop platform. (This interface also works with the Sony DualSense controller.) The controller does not support all the same features on both the desktop and PS4 platforms, but the common features between the two platforms are supported through the interface. Cast to the concrete extension class if you need access to features that are only supported on that version.

-
-// Get the Dual Shock 4 Extension interface from the Joystick
-var ds4 = joystick.GetExtension<IDualShock4Extension>();
-if(ds4 == null) return;
-
-// Features that are available on all platforms are accessible through the interface
-Quaternion orientation = ds4.GetOrientation();
-Vector3 accelerometer = ds4.GetAccelerometerValue();
-ds4.SetLightColor(Color.red);
-
-// Cast to the concrete type to get access to the feature not available on the interface
-if(ds4 is DualShock4Extension) { // desktop version
-  // Desktop-only code
-  DualShock4Extension desktopDs4 = (DualShock4Extension)ds4;
-  float batteryLevel = desktopDs4.batteryLevel;
-
-} else if(ds4 is Rewired.Platforms.PS4.PS4GamepadExtension) { // PS4 version
-  // PS4-only code
-  Rewired.Platforms.PS4.PS4GamepadExtension ps4ds4 = (Rewired.Platforms.PS4.PS4GamepadExtension)ds4;
-  // PS4 platform code goes here...
-}
-

 

-
-

Using Sony DualSense special features

-

The Sony DualSense supports vibration, trigger effects, gyro/accelerometer, touchpad, and changing the light color on Windows Standalone and OSX only at present (Enhanced Device Support option required.) If you're developing for the PlayStation 5, see the PS5 plugin documentation or use the common interface to support both platforms simultaneously.

-

The special features of this controller are accessible through the ControllerExtensions.DualSenseExtension class.

-

You can use the common DS4 interface to support the DualShock 4 and DualSense simultaneously.

-

Also see the Dual Shock 4 Special Features example.

-

See the ControllerExtensions namespace for different DualSense trigger effect structs.

-

An example on how to use this class is shown below:

-
-using Rewired;
-using Rewired.ControllerExtensions;
-
-class DualSenseTest {
-
-  // Getting and setting various values on all DualSense's assigned to this Player
-  public void TestDualSense(Player player) {
-
-    // Loop through all Joysticks assigned to this Player
-    foreach(Joystick joystick in player.controllers.Joysticks) {
-
-      // Get the DualSense Controller Extension from the Joystick
-      var ds = joystick.GetExtension<DualSenseExtension>();
-      if(ds == null) continue; // this is not a DualSense, skip it
-
-      // Get the accelerometer value
-      Vector3 accelerometer = ds.GetAccelerometerValue();
-
-      // Get the gyroscope value
-      Vector3 gyro = ds.GetGyroscopeValue();
-
-      // Get the controller orientation
-      Quaternion orientation = ds.GetOrientation();
-
-      // Get the touch positions for both fingers
-      bool touch1isTouching, touch2isTouching;
-      Vector2 touch1Pos, touch2Pos;
-      touch1isTouching = ds4.GetTouchPosition(0, out touch1Pos);
-      touch2isTouching = ds4.GetTouchPosition(1, out touch2Pos);
-
-      // Get/Set vibration
-      // Note: Vibration can also be set in a generic way through Joystick.SetVibration
-      float vibration = ds.GetVibration(DualShock4MotorType.WeakMotor);
-      ds.SetVibration(DualShock4MotorType.StrongMotor, 1.0f); // set vibration on a single motor by type
-      ds.SetVibration(1.0f, 1.0f); // set vibration on both motors simultaneously
-      ds.StopVibration(); // stop all vibration
-
-      // Trigger Effects
-      // Set a feedback trigger effect in the right trigger
-      ds.SetTriggerEffect(DualSenseTriggerType.Right, new DualSenseTriggerEffectFeedback() {
-        position = 3,
-        strength = 8
-      });
-
-      // Set a multi-position feedback trigger effect in the left trigger
-      // Strength changes throughout trigger press
-      var strength = new DualSenseTriggerEffectPositionValueSet();
-      strength[0] = 5;
-      strength[1] = 6;
-      strength[2] = 7;
-      strength[3] = 8;
-      strength[4] = 0;
-      strength[5] = 0;
-      strength[6] = 0;
-      strength[7] = 8;
-      strength[8] = 8;
-      strength[9] = 0;
-      ds.SetTriggerEffect(
-        DualSenseTriggerType.Left,
-        new DualSenseTriggerEffectMultiplePositionFeedback() {
-          strength = strength
-        }
-      );
-
-      // Get the light color
-      Color lightColor = ds.GetLightColor();
-
-      // Set the light color
-      ds.SetLightColor(new Color(1.0f, 1.0f, 0.0f, 0.5f)); // alpha is multiplied by rgb to get final value
-    
-      // Set the player lights
-      ds.playerLights = DualSensePlayerLightFlags.Two | DualSensePlayerLightFlags.Four; // enable lights 2 and 4 to signify Player 2
-      
-      // Enable the microphone button light
-      ds.microphoneLightMode = DualSenseMicrophoneLightMode.On;
-
-      // Set the player lights and microphone light brigtness
-      ds.otherLightBrightness = DualSenseOtherLightBrightness.Low;
-
-      // Get battery information
-      float battery = ds.batteryLevel;
-      bool batteryCharging = ds.batteryCharging;
-    }
-  }
-}
-

Common Interface
-
You can use the ControllerExtensions.IDualSenseExtension interface instead if you want to run the same code on the PS5 platform and a desktop platforms (requires Rewired PS5 Plugin v4+). The controller does not support all the same features on both the desktop and PS5 platforms, but the common features between the two platforms are supported through the interface. Cast to the concrete extension class if you need access to features that are only supported on that version.

-
-// Get the Dual Sense Extension interface from the Joystick
-var ds = joystick.GetExtension<IDualSenseExtension>();
-if(ds == null) return;
-
-// Features that are available on all platforms are accessible through the interface
-Quaternion orientation = ds.GetOrientation();
-Vector3 accelerometer = ds.GetAccelerometerValue();
-ds.SetLightColor(Color.red);
-
-// Cast to the concrete type to get access to the feature not available on the interface
-if(ds is DualSenseExtension) { // desktop version
-  // Desktop-only code
-  DualSenseExtension desktopDs = (DualSenseExtension)ds;
-  float batteryLevel = desktopDs.batteryLevel;
-
-} else if(ds is Rewired.Platforms.PS5.PS5GamepadExtension) { // PS5 version
-  // PS5-only code
-  Rewired.Platforms.PS5.PS5GamepadExtension ps5ds = (Rewired.Platforms.PS5.PS5GamepadExtension)ds;
-  // PS5 platform code goes here...
-}
-

 

-
-

Using Nintendo Switch controller special features

-

Nintendo Switch controllers support vibration on Windows Standalone and OSX only at present (Enhanced Device Support option required.) If you're developing for the Nintendo Switch platform, see the Rewired Nintendo Switch plugin documentation.

-

The special features of this controller are accessible through the following Controller Extension classes:

- -

An example on how to use this class is shown below:

-
-using Rewired;
-using Rewired.ControllerExtensions;
-
-class NintendoSwitchControllerTest {
-
-  // Getting and setting various values on all Nintendo Switch controllers assigned to this Player
-  public void Test(Player player) {
-
-    // Loop through all Joysticks assigned to this Player
-    foreach(Joystick joystick in player.controllers.Joysticks) {
-
-      // Get the Controller Extension from the Joystick
-      var ext = joystick.GetExtension<NintendoSwitchGamepadExtension>();
-      if(ext == null) continue; // this is not a Nintendo Switch controller, skip it
-
-      // Get/Set vibration
-      // Note: Vibration can also be set in a generic way through Joystick.SetVibration
-      NintendoSwitchGamepadVibration vibration = NintendoSwitchGamepadVibration.Create(
-          1.0f, // low amplitude
-          120,  // low frequency (Hz) 
-          1.0f, // high amplitude
-          320   // high frequency (Hz)
-      );
-      ext.SetVibration(0, vibration); // set vibration
-      if(ext.vibrationMotorCount > 1) ext.SetVibration(1, vibration);
-      
-      // Use Joy-Con special features
-      var joyConExt = joystick.GetExtension<NintendoSwitchJoyConExtension>();
-      if(joyConExt == null) continue; // this is not a Joy-Con
-
-      // Set Joy-Con grip style to vertical
-      // This will change the stick axis directions, and directional buttons
-      // will be swapped on the left Joy-Con.
-      joyConExt.joyConGripStyle = NintendoSwitchJoyConGripStyle.Vertical;
-
-      // Determine if this is the left or right Joy-Con
-      if(joyConExt.joyConType == NintendoSwitchJoyConType.Left) {
-          // This is the left Joy-Con
-      }
-    }
-  }
-}
-

 

-
-

Using P.I. Engineering Rail Driver special features

-

The P.I. Engineering RailDriver supports all features of the device (Enhanced Device Support option required.)

-

The special features of this controller are accessible through the Rewired.ControllerExtensions.RailDriverExtension class.

-

An example on how to use this class is shown below:

-
-using Rewired;
-using Rewired.ControllerExtensions;
-
-class RailDriverTest {
-
-  // Getting and setting various values on all RailDrivers assigned to this Player
-  public void TestRailDriver(Player player) {
-
-    // Loop through all Joysticks assigned to this Player
-    foreach(Joystick joystick in player.controllers.Joysticks) {
-
-      // Get the RailDriver Controller Extension from the Joystick
-      var rd = joystick.GetExtension<Rewired.ControllerExtensions.RailDriverExtension>();
-      if(rd == null) continue; // this is not a RailDriver, skip it
-
-      // Enable/disable speaker
-      rd.speakerEnabled = true;
-
-      // Set LED display
-      int ledIndex = 0;
-      byte ledDigitByte = 1; // see RailDriver documentation for information on the digit byte
-      rd.SetLEDDisplay(0, ledDigitByte);
-    }
-  }
-}
-

 

-
-

Using XBox One controller special features on XBox One platform

-

Special controller features of the XBox One gamepad such as vibration can be accessed via the XboxOneGamepadExtension class available in the Joystick class as seen in the example below. Note that the platform input source must be set to Native and Disable Native Input must be set to false or no special features will be available. -

-using Rewired;
-using Rewired.Platforms.XboxOne;
-
-class XBoxOneTest {
-
-    void MyMethod() {
-
-        // Set vibration in all controllers in player
-        foreach(Joystick joystick in player.controllers.Joysticks) {
-
-            // Get the ControllerExtension for Xbox One and set left gamepad motor to full value
-            var extension = joystick.GetExtension<XboxOneGamepadExtension>();
-
-            if(extension != null) { // this is an Xbox One gamepad on the Xbox One platform
-
-                // Set vibration using the XboxOneGamepadMotorType enum
-                extension.SetVibration(XboxOneGamepadMotorType.LeftMotor, 1.0f);
-
-            } else { // any other controller
-
-                // Vibration can also be set in a more generic way through
-                // Joystick.SetVibration by using the motor index
-                // This method can also be used to set vibration on the Xbox One Platform
-                // Alternately, you can set vibration on all Joysticks at once through the Player class.
-                joystick.SetVibration(0, 1.0f); // set first motor to full value
-            }
} - } -}
-

 

-
-

Apple Game Controller Framework special features

-

If the Apple Game Controller Framework input source is being used on the platform, certain features are exposed through the API.

- -

General Usage

-

Code that makes use of the Game Controller Framework should be enclosed in an #if directive for the specific build targets because these functions are not included on build targets that do not support the Game Controller Framework:

-
#if (UNITY_OSX && !UNITY_EDITOR) || UNITY_EDITOR_OSX
-    // Some GCController specific code
-    GCControllerExtension gcControllerExtension = controller.GetExtension<GCControllerExtension>();
-#endif
-

All functions are in the namespace Rewired.Platforms.Apple.GameController. Add this in a using statement which is enclosed in an #if directive for the specific build targets.

-
#if (UNITY_OSX && !UNITY_EDITOR) || UNITY_EDITOR_OSX
-    using Rewired.Platforms.Apple.GameController;
-#endif
-

Controller Extension

-

The GCControllerExtension exposes information specific to the Game Controller Framework. Some examples include:

-
    -
  • nativePlayerIndex - Gets the native player index. This corresponds to playerIndex in the Game Controller framework. This is only useful for direct interaction with the Game Controller framework.
  • -
  • nativeDevicePointer - Gets the native pointer to the GCController object. This is only useful for direct interaction with the Game Controller framework. If the pointer is unavailable or invalid, returns IntPtr.Zero.
  • -
-

Game Controller Framework Labels and Symbols

-

The GCControllerExtension exposes functions to look up Game Controller Framework labels and symbols for controller elements. This matters because the Game Controller Framework has the ability to remap elements on the controller at the system level. Rewired was never designed to work with a system where controller elements can change in identity -- for example, the B button on the controller becomes the Y button because the user remapped it in the OS. This goes against the basic design of Rewired's controller recognition system which must be able to identify controller elements based on a pre-defined manually-created controller definition. To address this discrepancy, functions are exposed to get the Game Controller Framework element identifying information that corresponds to a Rewired Controller Element Identifier. The Game Controller Framework provides unmapped and remapped element label strings and unmapped and remapped element symbol strings. This is useful if you need to display the system-remapped glyph for a controller element to the user for example. The string values come from the Game Controller Framework, so refer to Apple's documentation for information about these strings and how to use them.

- -

Game Controller Framework Player

-

The Apple Game Controller Framework has its own concept of a player. Each player has an index. This is optional. If you want to use Apple's player system and you want Rewired's Players to be associated to specific Game Controller Framework player indices, you can create Rewired to GCController player association mappings using GCControllerInput.ControllerAssignment.

-

By default, if Joystick Auto-Assignment is enabled and Settings -> OSX -> Assign Joysticks by System Player Id is enabled, Rewired will create a 1:1 Rewired Player to GCController player association by index automatically. This can be modified through GCControllerInput.ControllerAssignment.

-

NOTE: This feature only applies to devices handled by the Apple Game Controller Framework. It does not apply to HID devices handled by IO Kit or any other input source. On OSX, this feature works best when the Primary Input Source is set to Game Controller and not Native + Use Game Controller Framework. This is because the Native input source uses I/O Kit and will include HID devices not supported by Game Controller Framework, and these devices do not have a GCController player index associated with them.

-

Known Issues

-

Apple's Game Controller Framework has a number of serious issues. See Known Issues for more information.

-

 

-
-

Additional Windows Raw Input controller information

-

Additional information about controllers on Windows Standalone when using Raw Input as the primary input source can be obtained through the RawInputControllerExtension. This is only useful if you need to get some kind of low-level information about the controller for special purposes such as trying to support some special features (such as force feedback) of a controller through an SDK independently of Rewired while still using Rewired for input.

-

If Use XInput is enabled, compatible controllers will implement XInputControllerExtension instead. See this for more information.

-

If Use Windows Gaming Input is enabled, compatible controllers will implement WindowsGamingInputControllerExtension instead. See this for more information.

-

Note that if Enhanced Device Support is enabled and the device is supported by Enhanced Device Support, it will have its own Controller Extension and will not implement RawInputControllerExtension.

-

All classes are in the namespace Rewired.Platforms.Windows.RawInput.

-
#if (UNITY_STANDALONE_WIN && !UNITY_EDITOR) || UNITY_EDITOR_WIN
-    using Rewired.Platforms.Windows.RawInput;
-#endif
-

The RawInputControllerExtension is only available on the Windows Standalone platform and therefore any reference to the class must be enclosed in an #if directive that includes the code only on the Windows Standalone platform.

-

To access information, get the Controller Extension from the Joystick:

-
-foreach(Joystick joystick in player.controllers.Joysticks) {
-
-#if (UNITY_STANDALONE_WIN && !UNITY_EDITOR) || UNITY_EDITOR_WIN
-    // Get the ControllerExtension for Raw Input
-    var extension = joystick.GetExtension<RawInputControllerExtension>();
-    if(extension != null) {
-        // Log the device path
-        Debug.Log(extension.devicePath);
-    }
-#endif
} -
-

 

-
-

Additional Windows Direct Input controller information

-

Additional information about controllers on Windows Standalone when using Direct Input as the primary input source can be obtained through the DirectInputControllerExtension. This is only useful if you need to get some kind of low-level information about the controller for special purposes such as trying to support some special features (such as force feedback) of a controller through an SDK independently of Rewired while still using Rewired for input.

-

If Use XInput is enabled, compatible controllers will implement XInputControllerExtension instead. See this for more information.

-

If Use Windows Gaming Input is enabled, compatible controllers will implement WindowsGamingInputControllerExtension instead. See this for more information.

-

All classes are in the namespace Rewired.Platforms.Windows.DirectInput.

-
#if (UNITY_STANDALONE_WIN && !UNITY_EDITOR) || UNITY_EDITOR_WIN
-    using Rewired.Platforms.Windows.DirectInput;
-#endif
-

The DirectInputControllerExtension is only available on the Windows Standalone platform and therefore any reference to the class must be enclosed in an #if directive that includes the code only on the Windows Standalone platform.

-

To access information, get the Controller Extension from the Joystick:

-
-foreach(Joystick joystick in player.controllers.Joysticks) {
-
-#if (UNITY_STANDALONE_WIN && !UNITY_EDITOR) || UNITY_EDITOR_WIN
-    // Get the ControllerExtension for Direct Input
-    var extension = joystick.GetExtension<DirectInputControllerExtension>();
-    if(extension != null) {
-        // Log the interface path
-        Debug.Log(extension.interfacePath);
-    }
-#endif
-}
-

 

-
-

Additional Windows XInput controller information

-

Additional information about controllers on Windows Standalone when using XInput as the primary input source and when Use XInput is enabled when using Raw Input or Direct Input as the primary input source can be obtained through the XInputControllerExtension. This is only useful if you need to get some kind of low-level information about the controller for special purposes.

-

All classes are in the namespace Rewired.Platforms.Windows.XInput.

-
#if (UNITY_STANDALONE_WIN && !UNITY_EDITOR) || UNITY_EDITOR_WIN
-    using Rewired.Platforms.Windows.XInput;
-#endif
-

The XInputControllerExtension is only available on the Windows Standalone platform and therefore any reference to the class must be enclosed in an #if directive that includes the code only on the Windows Standalone platform.

-

To access information, get the Controller Extension from the Joystick:

-
-foreach(Joystick joystick in player.controllers.Joysticks) {
-
-#if (UNITY_STANDALONE_WIN && !UNITY_EDITOR) || UNITY_EDITOR_WIN
-    // Get the ControllerExtension for XInput
-    var extension = joystick.GetExtension<XInputControllerExtension>();
-    if(extension != null) {
-        // Log the user index
-        Debug.Log(extension.userIndex);
-    }
-#endif
-}
-
-

-

 

-
-

Additional Windows Windows Gaming Input controller information

-

Additional information about controllers on Windows Standalone (when using Windows Gaming Input as the primary input source and when Use Windows Gaming Input is enabled when using Raw Input or Direct Input as the primary input source) and on Windows UWP (when Use Gamepad API is enabled) can be obtained through the WindowsGamingInputControllerExtension. This is only useful if you need to get some kind of low-level information about the controller for special purposes.

-

All classes are in the namespace Rewired.Platforms.Microsoft.WindowsGamingInput.

-
#if (UNITY_STANDALONE_WIN && !UNITY_EDITOR) || (UNITY_WSA && !UNITY_EDITOR) || UNITY_EDITOR_WIN
-    using Rewired.Platforms.Microsoft.WindowsGamingInput;
-#endif
-

The WindowsGamingInputControllerExtension is available on the Windows Standalone and Windows UWP platforms, and therefore any reference to the class must be enclosed in an #if directive that includes the code only on those platforms.

-

To access information, get the Controller Extension from the Joystick:

-
-foreach(Joystick joystick in player.controllers.Joysticks) {
-
-#if (UNITY_STANDALONE_WIN && !UNITY_EDITOR) || (UNITY_WSA && !UNITY_EDITOR) || UNITY_EDITOR_WIN
-    // Get the ControllerExtension for WindowsGamingInput
-    var extension = joystick.GetExtension<WindowsGamingInputControllerExtension>();
-    if(extension != null) {
-        // Log the WindowsGamingInput device type
-        Debug.Log(extension.deviceType);
-    }
-#endif
-}
-

-

-
-

Additional Universal Windows Platform (UWP) controller information

-

Additional information about controllers on Universal Windows Platform when using Native as the primary input source can be obtained through the HIDControllerExtension (if Use HID API is enabled) and WindowsGamingInputControllerExtension (if Use Gamepad API is enabled). This is only useful if you need to get some kind of low-level information about the controller for special purposes.

-

See this for more information about using the WindowsGamingInputControllerExtension.

-

To use the HIDControllerExtension, all classes are in the namespace Rewired.Platforms.UWP.HID.

-
#if (UNITY_WSA && !UNITY_EDITOR)
-    using Rewired.Platforms.UWP.HID;
-#endif
-

The IOKitControllerExtension is only available on the MacOS Standalone platform and therefore any reference to the class must be enclosed in an #if directive that includes the code only on the MacOS Standalone platform.

-

To access information, get the Controller Extension from the Joystick:

-
-foreach(Joystick joystick in player.controllers.Joysticks) {
-
-#if (UNITY_WSA && !UNITY_EDITOR)
-    // Get the ControllerExtension for UWP HID
-    var extension = joystick.GetExtension<HIDControllerExtension>();
-    if(extension != null) {
-        // Log the product id
-        Debug.Log(extension.productId);
-    }
-#endif
-}
-

-

-
-

Additional MacOS controller information

-

Additional information about controllers on MacOS Standalone when using Native as the primary input source can be obtained through the IOKitControllerExtension and GCControllerExtension (if Use Game Controller Framework is enabled.) This is only useful if you need to get some kind of low-level information about the controller for special purposes such as trying to support some special features (such as force feedback) of a controller through an SDK independently of Rewired while still using Rewired for input.

-

If Use Game Controller Framework is enabled or the primary input is set to Game Controller Framework, compatible controllers will implement GCControllerExtension instead. See this for more information.

-

Note that if Enhanced Device Support is enabled and the device is supported by Enhanced Device Support, it will have its own Controller Extension and will not implement IOKitControllerExtension.

-

All classes are in the namespace Rewired.Platforms.MacOS.IOKit.

-
#if (UNITY_STANDALONE_OSX && !UNITY_EDITOR) || UNITY_EDITOR_OSX
-    using Rewired.Platforms.MacOS.IOKit;
-#endif
-

The IOKitControllerExtension is only available on the MacOS Standalone platform and therefore any reference to the class must be enclosed in an #if directive that includes the code only on the MacOS Standalone platform.

-

To access information, get the Controller Extension from the Joystick:

-
-foreach(Joystick joystick in player.controllers.Joysticks) {
-
-#if (UNITY_STANDALONE_OSX && !UNITY_EDITOR) || UNITY_EDITOR_OSX
-    // Get the ControllerExtension for IO Kit
-    var extension = joystick.GetExtension<IOKitControllerExtension>();
-    if(extension != null) {
-        // Log the device service
-        Debug.Log(extension.deviceService);
-    }
-#endif
-}
-

-

-
-

Additional Linux controller information

-

Additional information about controllers on Linux Standalone when using Native as the primary input source can be obtained through the UdevControllerExtension. This is only useful if you need to get some kind of low-level information about the controller for special purposes such as trying to support some special features (such as force feedback) of a controller through an SDK independently of Rewired while still using Rewired for input.

-

All classes are in the namespace Rewired.Platforms.Linux.Udev.

-
#if (UNITY_STANDALONE_LINUX && !UNITY_EDITOR) || UNITY_EDITOR_LINUX
-    using Rewired.Platforms.Linux.Udev;
-#endif
-

The UdevControllerExtension is only available on the Linux Standalone platform and therefore any reference to the class must be enclosed in an #if directive that includes the code only on the Linux Standalone platform.

-

To access information, get the Controller Extension from the Joystick:

-
-foreach(Joystick joystick in player.controllers.Joysticks) {
-
-#if (UNITY_STANDALONE_LINUX && !UNITY_EDITOR) || UNITY_EDITOR_LINUX
-    // Get the ControllerExtension for Udev
-    var extension = joystick.GetExtension<UdevControllerExtension>();
-    if(extension != null) {
-        // Log the system path
-        Debug.Log(extension.systemPath);
-    }
-#endif
-}
-

-

-
-

Enhanced Device Support permissions on Linux

-

In order for Enhanced Device Support to work on Linux, the end-user must set up UDEV rules to allow applications to access the raw HID device. Create a file named 99-rewired-permissions.rules in /etc/udev/rules.d/ with the following contents and reboot:

-
# Sony DualShock 4
-KERNEL=="hidraw*", SUBSYSTEM=="hidraw", ATTRS{idVendor}=="054c", ATTRS{idProduct}=="05c4", MODE="0666"
-KERNEL=="hidraw*", SUBSYSTEM=="hidraw", KERNELS=="*054C:05C4*", MODE="0666"
-KERNEL=="hidraw*", SUBSYSTEM=="hidraw", ATTRS{idVendor}=="054c", ATTRS{idProduct}=="09cc", MODE="0666"
-KERNEL=="hidraw*", SUBSYSTEM=="hidraw", KERNELS=="*054C:09CC*", MODE="0666"
-KERNEL=="hidraw*", SUBSYSTEM=="hidraw", ATTRS{idVendor}=="054c", ATTRS{idProduct}=="0ba0", MODE="0666"
-KERNEL=="hidraw*", SUBSYSTEM=="hidraw", KERNELS=="*054C:0BA0*", MODE="0666"
-
-# Sony DualSense
-KERNEL=="hidraw*", SUBSYSTEM=="hidraw", ATTRS{idVendor}=="054c", ATTRS{idProduct}=="0ce6", MODE="0666"
-KERNEL=="hidraw*", SUBSYSTEM=="hidraw", KERNELS=="*054C:0CE6*", MODE="0666"
-
-# Sony DualSense Edge
-KERNEL=="hidraw*", SUBSYSTEM=="hidraw", ATTRS{idVendor}=="054c", ATTRS{idProduct}=="0df2", MODE="0666"
-KERNEL=="hidraw*", SUBSYSTEM=="hidraw", KERNELS=="*054C:0DF2*", MODE="0666"
-
-# Nintendo Pro Controller
-KERNEL=="hidraw*", SUBSYSTEM=="hidraw", ATTRS{idVendor}=="057e", ATTRS{idProduct}=="2009", MODE="0666"
-KERNEL=="hidraw*", SUBSYSTEM=="hidraw", KERNELS=="*057E:2009*", MODE="0666"
-
-# Nintendo Joy-Con (L)
-KERNEL=="hidraw*", SUBSYSTEM=="hidraw", ATTRS{idVendor}=="057e", ATTRS{idProduct}=="2006", MODE="0666"
-KERNEL=="hidraw*", SUBSYSTEM=="hidraw", KERNELS=="*057E:2006*", MODE="0666"
-
-# Nintendo Joy-Con (R)
-KERNEL=="hidraw*", SUBSYSTEM=="hidraw", ATTRS{idVendor}=="057e", ATTRS{idProduct}=="2007", MODE="0666"
-KERNEL=="hidraw*", SUBSYSTEM=="hidraw", KERNELS=="*057E:2007*", MODE="0666"
-
-

-

 

-
-

Using asmdef files with Rewired

-

The asmdef system in Unity 2017.3 allows you make script files compile into their own assembly. This is an advanced topic and should not be attempted without thorough knowledge of the asmdef system.

-

Rewired does not support asmdef files out of the box. You - will have to manage everything with regards to asmdef files. You have to be very knowledgeable about asmdef files and - assembly references to plan the structure. There is no "right" way to organize it. Every organization scheme has its own advantages and - disadvantages.

-

Rewired contains DLLs and separate script files, both runtime and editor. - You have to manage the asm def files to make sure all the scripts get - included in the correct assembly and that they have references to the - Rewired DLL's that they need (runtime and/or editor).

-

Warnings:

-
    -
  • DO NOT move the Rewired_Core.dll file out of its current location. This - file is used as an anchor allowing Rewired to locate its install folder - location in the editor.
  • -
  • Do not move other files and folders around inside the Rewired installation unless you are - prepared to manually manage all upgrades to Rewired including all upgrades - to added extras, integration packs, addons, etc. installed by Rewired. Rewired relies on its internal folder structure to know where to extract addon packs when installing or upgrading them.
  • -
-

One example asmdef structure:

-

Under - /Rewired/:
- |-- Rewired_CSharp.asmdef

-
    -
  • The primary asmdef file. This .asmdef file will compile all C# scripts under the Rewired folder into Rewired_CSharp.dll.
  • -
  • .asmdef file must be set to compile on all platforms.
  • -
-

Under /Rewired/Internal/Scripts/Editor/:
- |-- Rewired_CSharp_Editor.asmdef

-
    -
  • .asmdef file will compile the default editor C# scripts to - Rewired_CSharp_Editor.dll.
  • -
  • .asmdef file must be set to compile only in the Editor.
  • -
  • .asmdef file must have a reference to Rewired_CSharp.asmdef.
  • -
-

Every addon pack installed that includes editor scripts must have an additional - Rewired_PACKNAME_CSharp_Editor.asmdef file added to the Editor folder in that pack which - references Rewired_CSharp.asmdef and Rewired_CSharp_Editor.asmdef.

-

Example, under /Rewired/Extras/ControlMapper/Scripts/Editor/:
- |-- Rewired_ControlMapper_CSharp_Editor.asmdef

-
    -
  • .asmdef file must have a reference to Rewired_CSharp.asmdef.
  • -
-

Disadvantages to this approach:

-
    -
  • Each addon-pack will add an additional assembly to your project. Tests by - others have shown that the more assemblies the project has, the longer it - will take to compile.
  • -
-

Disadvantages to using asmdef files:

-
    -
  • Any 3rd party asset that depends on a Rewired integration pack or other addon will have - to also be added to an asmdef and a reference added to the Rewired_CSharp - assembly.
    -
  • -
-


-

- - - -
- -
- -
-
- - - - diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/HowTos.html.meta b/Assets/ThirdParty/Rewired/Documentation/Html/HowTos.html.meta deleted file mode 100644 index e7c36990b..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/HowTos.html.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 1cad436de1f6ba24a8975d3c20646ff6 -TextScriptImporter: - userData: diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/InputBehaviors.html b/Assets/ThirdParty/Rewired/Documentation/Html/InputBehaviors.html deleted file mode 100644 index ffe225516..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/InputBehaviors.html +++ /dev/null @@ -1,192 +0,0 @@ - - - - - -Rewired Documentation | Input Behaviors - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - -
- - - -
- - - - - - - -
- - -

- Input Behaviors - -

- - - -

An Input Behavior is a modifier that affects certain properties of an Action or changes its final value in a variety of ways. For example, Input Behaviors allow you to set options for digital axis simulation (sensitivity, gravity, etc.), how to handle mouse axes, apply controller-type specific sensitivity, set button double press speed, set button dead zone, and much more. Each Action is always assigned a single Input Behavior. If you have many Actions that need to behave in the same manner, you don't have to duplicate the information -- just assign the same Input Behavior to each Action.

-

Creating/Editing Input Behaviors

-

You create and edit Input Behaviors in the Rewired Editor. See Rewired Editor - Input Behaviors for more information.

-

Per-Player, Run-Time Modifiable

-

At runtime, Input Behaviors are duplicated for each Player. This allows you to modify Input Behaviors during runtime if necessary for each Player individually. Additionally, Input Behaviors can be saved to XML and re-loaded. See Modifying Input Behaviors during runtime for more information.

-

Joystick Axis Sensitivity

-

This allows you to change joystick axis sensitivity for a particular Action or Actions. This can be used to change look sensitivity for example across all joysticks that are assigned to a player. See Rewired Editor - Input Behaviors for more information.

-

Digital Axis Settings

-

These settings allow buttons and keyboard keys to be treated like axes and return values ranging from -1 to 1 instead of just True and False as is the usual case. This allows you, for instance, to have smooth character movement when using the keyboard for movement controls. The GetAxis value of the Action can be smoothed over time based on the Digital Axis Settings (gravity and sensitivity). See Rewired Editor - Input Behaviors for more information about each setting.

-

Mouse Axis Settings

-

Input Behaviors support various mouse axis modes. See Rewired Editor - Input Behaviors for more information.

-

Custom Controller Axis Sensitivity

-

This allows you to change Custom Controller axis sensitivity for a particular Action or Actions. This can be used to change look sensitivity for example across all Custom Controllers that are assigned to a player. See Rewired Editor - Input Behaviors for more information.

-

Button Dead Zone

-

This is useful if you map axes as buttons. See Rewired Editor - Input Behaviors for more information.

-

Button Double Press Speed

-

If you need to detect a double press, set the double press speed and call player.GetButtonDoublePressDown or player.GetButtonDoublePressHold.

-

Button Short and Long Press

-

If you need to detect a short or a long press, set the required time and an optional expiration for these events and call one of the Short or Long Press methods listed here.

-

Button Repeating

-

If you need to detect a button press that repeats on a regular interval, set the repeat rate and optional delay for these events and call one of the the button repeating method listed here.

-

Button Down Buffer

-

This makes player.GetButtonDown return TRUE for extra time beyond a single frame. See Rewired Editor - Input Behaviors for more information.

-

See Also

-

API Reference - Input Behavior

- - -
- -
- -
-
- - - - diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/InputBehaviors.html.meta b/Assets/ThirdParty/Rewired/Documentation/Html/InputBehaviors.html.meta deleted file mode 100644 index 93223a32e..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/InputBehaviors.html.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 7d880e4f58309e946bfeebf228faadd3 -TextScriptImporter: - userData: diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/InputManager.html b/Assets/ThirdParty/Rewired/Documentation/Html/InputManager.html deleted file mode 100644 index 6af8f8dcb..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/InputManager.html +++ /dev/null @@ -1,245 +0,0 @@ - - - - - -Rewired Documentation | Input Manager - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - -
- - - -
- - - - - - - -
- - -

- Input Manager - -

- - - -

The Input Manager is responsible for storing all the input configuration data and making it accessible during runtime. You must always have one Input Manager in the scene or Rewired input will be unavailable.

-

IMPORTANT:

-
    -
  • You may have one and only one Input Manager in the scene.
  • -
  • Do not disable or enable the Input Manager during runtime.
  • -
-

Creating an Input Manager

-

Create an Input Manager in the scene from the menu: - Window -> Rewired -> Create -> Input Manager

-
    -
  • Input Manager (prefab) - Will create the Rewired Input Manager as a prefab asset in the project. This is the recommended option to use. (* Do not save the prefab anywhere within the Rewired folder. This will avoid data loss issues should you need to delete and re-install Rewired. *)
  • -
  • Input Manager (in scene) - Will create the Rewired Input Manager in the current scene. (Not recommended.)
  • -
-

It is highly recommended that you create an Input Manager prefab and use Rewired Initializer to instantiate. See this for more information.

-

Editing Input

-

The Rewired Editor allows you to create and edit input. Launch the Rewired Editor by clicking on the Rewired Input Manager in the scene hierarchy and clicking the "Launch Rewired Editor" button in the inspector. This will allow you to edit the input configuration data stored in the selected Rewired Input Manager.

-

Settings

-

Configure settings in Rewired Editor - Settings.

-

How Data is Stored

-

Unlike most input systems, Rewired does not store its input configuration data (maps, Actions, etc.) in a single location for the entire project. Instead, the data is stored in the current Rewired Input Manager game object. This means that you can have entirely different input setups for different scenes in your project if you like because each Rewired Input Manager is completely separate. It also means that input data is not globally available, especially in editor scripts or when Rewired has not been initialized.

-

At runtime, the current input configuration is loaded from the active Rewired Input Manager in the scene. To change to a completely different input configuration, you can disable one Rewired Input Manager and enable another in the editor. (Make sure you only have one active any any time or all others will be disabled.) The Rewired Input Manager can also be made into a prefab and instances placed into each scene for a shared configuration.

-

OnDestroy

-

When the active Rewired Input Manager is destroyed, it will completely reset Rewired, thereby invalidating Player, Controller, etc. object references, losing controller assignments, etc. Any references to these objects you have in scripts will no longer be valid. You must be aware of this if destroying the Rewired Input Manager, particularly on level loading if "Don't Destroy on Load" is not checked.

-

Note: This also affects runtime recompiling of scripts in the editor. When scripts are recompiled at runtime, Rewired is reset. Cached references to Rewired objects become invalid at this point, so your scripts may begin to throw null reference exceptions if this is not accounted for. See this link for more information if runtime script recompiling is part of your workflow.

-

Input Manager Inspector

-

Input Manager Inspector

- - - - - - - - - - - - - - - - - -
Don't Destroy On LoadWhen this is checked, the Input Manager will not be destroyed when a new scene is loaded.
Data FilesAn object reference to the ControllerDataFiles object. This object contains a list of all supported joysticks and templates and is required for Rewired to function correctly. If you want to customize your own list of supported controllers, you can link this to a separate copy of ControllerDataFiles that you have modified. (See Creating Controller Definitions for more information.)
Run in Edit Mode

Makes Rewired run in the editor outside of Play mode.

-

See this for important information on running in Edit mode.

Debug InformationShows a wealth of useful information during runtime on Players, Controllers, Controller Maps, etc. Allows you to visualize most runtime objects in the system.
-

 

-

Using the Rewired Input Manager in your game

-

For finished game builds, the Rewired Input Manager (or a Rewired Initializer) should exist in your initial game scene. Make sure "Don't Destroy On Load" is checked so Rewired will persist throughout the entire game session.

-

Testing Individual Scenes

-
Rewired Initializer
-

It is recommended you create a Rewired Initializer in each of your scenes. The Initializer will spawn the Rewired Input Manager as needed on Awake, but will not spawn multiple Rewired Input Managers when loading new scenes avoiding errors. This will allow you to use the same Rewired Input Manager in each scene and be able to test these scenes individually in the editor or load them during gameplay.

-

Create a Rewired Initializer from the menu: Window -> Rewired -> Create -> Initializer

-

After the Rewired Initializer is created, you will need set up a link to a Rewired Input Manager prefab in the inspector.

-
Alternate method
-

You can create a prefab (see note below) out of your Rewired Input Manager and place an instance of it in all your scenes, leaving "Don't Destroy on Load" checked. When a new scene is loaded, the additional Rewired Input Manager in the loaded scene will destroy itself automatically leaving the original intact and continuing to handle input without causing any errors.

-

This method is not recommended however because it is prone to user error. The Rewired Input Manager instance in each scene can be edited directly causing there to be differences in configuration between different instances of the prefab across scenes. This is a frequent cause of support requests, and it is recommended to use the Rewired Initializer method instead to avoid any potential mistakes.

-

Important Note: If you make a prefab out of the Rewired Input Manager, always open the Rewired Editor on the prefab, not the one in the scene or your changes will be applied to the scene instance. If you do accidentally make changes to the instance in the scene, you can apply the changes to the prefab and everything will be in sync.

-

Run in Edit Mode

-

Makes Rewired run in the editor outside of Play mode. This can be used to process input in the Unity editor when not in Play mode for a variety of purposes.

-

Press the "Run in Edit Mode" button in the Rewired Input Manager inspector to start Rewired in Edit mode. Note that this button acts as a toggle, so if you leave it enabled, every time you open the scene or exit Play mode, Rewired will immediately start running in Edit mode.

-

Important information:

-
    -
  • Switching between Play and Edit mode will reset Rewired. The state of objects is not maintained between modes. For example, Joystick assignments or other runtime changes you make to any Rewired objects do not persist.
  • -
  • You cannot edit the Rewired Input Manager configuration while Rewired is running in Edit mode.
  • -
  • Not all editor platforms and input sources support running in Edit mode fully or at all. Some types of input devices may not work on some editor platforms and/or when using certain input sources for input.
  • -
  • If you need input to function while a Scene View has focus, enable the option Allow Input in Editor Scene Views.
  • -
  • Rewired does not update in the standard Unity Update, FixedUpdate, OnGUI loops in Edit mode because Unity does not execute these loops every frame when outside Play mode. Because of this, Rewired only runs in a special Editor update loop when in Edit mode. This has some important side effects: -
      -
    • Unity's Time class cannot be used when processing input. For example, if you need to multiply a value by Time.deltaTime, it will always return 0. Instead, you must use ReInput.time.unscaledDeltaTime.
    • -
    • When writing scripts, it's recommended you use the input events method to get input as opposed to polling in Update because the Update loop will not be executed every frame by Unity.
    • -
    • Rewired will never run in FixedUpdate in Edit mode. If using input events, only subscribe to events in the Update loop.
    • -
    • If you want to poll for input, do so from the EditorApplication.update callback.
    • -
    -
  • -
  • Mouse.screenPosition and related properties do not work in Edit mode.
  • -
  • To start running in Edit mode from an editor script, set the InputManager.runInEditMode property to true.
  • -
- - - -
- -
- -
-
- - - - diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/InputManager.html.meta b/Assets/ThirdParty/Rewired/Documentation/Html/InputManager.html.meta deleted file mode 100644 index e97475e7c..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/InputManager.html.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 83d698bda717f2c4f8cff48b1c6bf195 -TextScriptImporter: - userData: diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/InputMapper.html b/Assets/ThirdParty/Rewired/Documentation/Html/InputMapper.html deleted file mode 100644 index 92dbf843c..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/InputMapper.html +++ /dev/null @@ -1,281 +0,0 @@ - - - - - -Rewired Documentation | Input Mapper - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - -
- - - -
- - - - - - - -
- - -

- Input Mapper - -

- - - -

Input Mapper is a class that greatly simplifies the process of remapping controls. It handles listening for controller input, conflict checking, and creating Action-element assignments in a Controller Map.

-

Please see How To's - Creating a Control Mapping Screen before creating a control remapping system using Input Mapper.

-

Usage

-

The basic process is as follows:

-
    -
  1. Create an Input Mapper.
  2. -
  3. Configure Options.
  4. -
  5. Subscribe to events.
  6. -
  7. Create a mapping Context.
  8. -
  9. Start listening for input.
  10. -
  11. Handle assignment conflicts (optional).
  12. -
  13. Advanced operations (optional).
  14. -
-

For additional issues, see the FAQ.

-

1. Create an Input Mapper

-

You can either create a new instance of an Input Mapper or use the Default instance as shown below:

-
// Create a new instance
-InputMapper inputMapper = new InputMapper();
-inputMapper.Start(context);
-
-// Or you can use the Default instance instead if you only need one Input Mapper 
-InputMapper.Default.Start(context);
-

2. Configure Options

-

Each Input Mapper has an Options object which allows you to configure various settings to fit your needs. These settings should be configured before starting the Input Mapper. Each available option is described in the class documentation.

-
inputMapper.options.timeout = 5f; // set the timeout to 5 seconds
-inputMapper.options.ignoreMouseXAxis = true; // ignore the mouse X axis when polling for input
-inputMapper.options.ignoreMouseYAxis = true; // ignore the mouse Y axis when polling for input
-

3. Subscribe to events

-

There are numerous events to which you can subscribe to receive notifications when important events take place such as when an input assignment is made or when an assignment conflict is found.

-
-inputMapper.InputMappedEvent += OnInputMapped;
-inputMapper.ConflictFoundEvent += OnConflictFound;
-
-

4. Create a mapping Context

-

A mapping context provides information about the current mapping session. The mapping context is just a few pieces of information that informs the Input Mapper about what is being mapped.

-
-InputMapper.Context context = new InputMapper.Context() {
-  actionId = action.id, // the id of the Action being mapped
controllerMap = controllerMap, // the Controller Map which will have the new mapping added
actionRange = AxisRange.Full, // the range of the Action being mapped
actionElementMapToReplace = actionElementMap // the Action Element Map to be replaced (optional)
}; -
-

5. Start listening for input

-
-inputMapper.Start(context);
-
-

6. Handle assignment conflicts (optional)

-

Conflict checking is enabled by default in InputMapper.Options. See How To's - Conflict Checking for more information.

-

If you subscribed to the InputMapper.ConflictFoundEvent, you will receive a notification when a conflicting assignment was found during input mapping. The object returned contains complete information about the assignment, the conflicts that were found, and provides a callback to be used to respond to the event.

-
-private InputMapper.ConflictFoundEventData conflictData;
-
-void OnConflictFound(InputMapper.ConflictFoundEventData data) {
-    conflictData = data; // store the event data for use in user response
-
-    if(data.isProtected) { // the conflicting assignment was protected and cannot be replaced
-        // Display some message to the user asking whether to cancel or add the new assignment.
-        // Protected assignments cannot be replaced.
-        // ...
-
-        // ... After the user has made a decision
-        conflictData.responseCallback(InputMapper.ConflictResponse.Cancel); // cancel polling
-
-    } else {
-        // Display some message to the user asking whether to cancel, replace the existing,
-        // or add the new assignment.
-        // ...
-
-        // ... After the user has made a decision
-
-        // Tell the Input Mapper to replace the conflicting assignments
-        conflictData.responseCallback(InputMapper.ConflictResponse.Replace);
-    }
-}
-

If you do not subscribe to the ConflictsFoundEvent and you have left conflict checking enabled in the Options.checkForConflicts property, the default action specified in Options.defaultActionWhenConflictFound will be used to resolve the conflict(s).

-

7. Advanced operations (optional)

-

Ignoring certain controller elements:

-
-void Setup() {
-    // When setting up Options, add a callback to handle element confirmation
-    inputMapper.options.isElementAllowedCallback = OnIsElementAllowed; // manually allow or ignore specific elements
-}
-
-// Called by InputMapper when a controller element is activated while polling
-bool OnIsElementAllowed(ControllerPollingInfo info) {
-    // Ignore the Space key on the keyboard
-    if(info.controllerType == ControllerType.Keyboard && info.keyboardKey == KeyCode.Space) return false;
-    
-    // Allow all other controller elements
-    return true;
-}
-

Using multiple Input Mappers to listen to multiple input devices at the same time:

-

See Simple Combined Keyboard Mouse Remapping example for a working example.

-
// Begin listening for input on both keyboard and mouse at the same time
-
-inputMapper_keyboard.Start(
-        new InputMapper.Context() {
-        actionId = actionId,
-        controllerMap = keyboardMap,
-        actionRange = actionRange,
-        actionElementMapToReplace = keyboardMap.GetElementMap(actionElementMapToReplaceId)
-    }
-);
-            
-inputMapper_mouse.Start(
-    new InputMapper.Context() {
-        actionId = actionId,
-        controllerMap = mouseMap,
-        actionRange = actionRange,
-        actionElementMapToReplace = mouseMap.GetElementMap(actionElementMapToReplaceId)
-    }
-);    
-

 

-
-

 

-

Frequently Asked Questions

-

Why is binding replacement not working?

-

You must pass the ActionElementMap to be replaced in InputMapper.Context.actionElementMapToReplace when calling InputMapper.Start. After an ActionElementMap is replaced, a new ActionElementMap is created. If you are storing a reference to the ActionElementMap and then it is replaced, the reference to the old ActionElementMap is no longer valid because itpoints to an ActionElementMap that is no longer present in the Controller Map. If you are storing a reference to the ActionElementMap, you must update your reference to the new ActionElementMap after it is replaced.

-

In addition, whether replacement happens automatically when a mapping conflict is found is determined by InputMapper.Options.defaultActionWhenConflictFound. You can also handle conflicts manually and determine what happens to conflicting bindings.

- - -
- -
- -
-
- - - - diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/InputMapper.html.meta b/Assets/ThirdParty/Rewired/Documentation/Html/InputMapper.html.meta deleted file mode 100644 index d6a14cd42..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/InputMapper.html.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 006af282a4f3bfb48b5830c023ea4b29 -TextScriptImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/Installation.html b/Assets/ThirdParty/Rewired/Documentation/Html/Installation.html deleted file mode 100644 index 7b200e1d1..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/Installation.html +++ /dev/null @@ -1,188 +0,0 @@ - - - - - -Rewired Documentation | Installation - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - -
- - - -
- - - - - - - -
- - -

- Installation - -

- - - -

Rewired features an easy-to-use installer that will take you step-by-step through the installation process. The installer should run automatically after installing the Rewired package, but if it does not or you want to run it again at some point, you can launch the installer from the menu: Window -> Rewired -> Setup -> Run Installer

-

Run Installer

-

During installation, a number of things will happen:

-
    -
  1. The Rewired.InputManager script will be added to the Script Execution Order and set to -32000 so it will run before any other scripts. This is very important and should not be changed.
  2. -
  3. The Unity InputManager.asset file in YourProjectFolder/ProjectSettings will be appended with new settings that contain all the joystick and mouse buttons and axes needed by Rewired. This is required for platforms that make use of Unity's input system such as Webplayer, Android, iOS, etc. IMPORTANT: If you have already created custom entries in Unity's input manager, these entries will not be overwritten by Rewired, and your original InputManager.asset file will be backed up a location which will be shown in the installer window.
  4. -
  5. A few files that contain necessary data for the Rewired editor will be created in Rewired/Data.
  6. -
-

Once installation is complete you can start using Rewired. See Quick Start for a step-by-step guide to getting started.

-

Dependencies:

-

Windows:
- Certain dependencies may need to be installed depending on the version of Windows and the selected input sources. See Deployment for details.

-

Direct Input on Unity 4.x (Unity 4.x ONLY -- this applies to no other version of Unity):
-The free version of Unity 4.x does not support native plugins. A native plugin is required to use Direct Input (optional) as the primary input source on the Windows Standalone platform. If you want to use Direct Input, you will need to manually copy the DLL from Assets/Plugins/x86/Rewired_DirectInput.dll file into the root folder of your project (above the Assets folder). See Deployment for additional notes on steps required after making a build.

-

OSX:
- For Xbox 360 controller support, install this driver (includes XBox One controller support).

-

SDL2:
- If using SDL2 as an input source on any platform, the appropriate SDL2 library must be installed for both the editor and builds. It is likely you will need to include the SDL2 library in your final package also. See Deployment for details.

-

Setup for Special Platforms:

-

A few platforms require special setup steps in order to function. Please see Special Platform Support for details.

- - - -
- -
- -
-
- - - - diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/Installation.html.meta b/Assets/ThirdParty/Rewired/Documentation/Html/Installation.html.meta deleted file mode 100644 index ddd9c5b46..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/Installation.html.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: c44fc5f904a103548a0f25732348e564 -TextScriptImporter: - userData: diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/Integration.html b/Assets/ThirdParty/Rewired/Documentation/Html/Integration.html deleted file mode 100644 index f1e673a45..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/Integration.html +++ /dev/null @@ -1,714 +0,0 @@ - - - - - -Rewired Documentation | Integration with Other Packages - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - -
- - - -
- - - - - - - -
- - -

- Integration with Other Packages - -

- - - -

Packages:

- -

 

-
-

Behavior Designer

-

PlayMakerRewired can be used with Behavior Designer by Opsive, a popular visual scripting and behavior tree tool for Unity.

-

To install the Behavior Designer Integration Pack, do the following:

-
    -
  1. Install Rewired and Behavior Designer first. If Behavior Designer is not installed, you will get errors when the integration pack is installed.
  2. -
  3. Run the following menu item in the Unity editor:
    - Window -> Rewired -> Integration -> Behavior Designer -> Install Integration Pack
  4. -
  5. Follow the on-screen prompts.
  6. -
-

To Uninstall:

-
    -
  1. Delete the Rewired/Integration/BehaviorDesigner folder
  2. -
-

Documentation:

-

There is no Behavior Designer-specific documentation. Behaviour Designer Tasks are direct analogues to the methods, properties, fields, and events in the Rewired API. All the standard Rewired documentation applies.

-

 

-
-

Bolt

-

Bolt by Ludiq brings complete visual scripting to Unity, empowering artists, designers and programmers to create gameplay mechanics and interactive systems without writing a single line of code.

-

Requirements:

-
    -
  • Bolt 1.4.0f11. (No future version compatibility is guaranteed due to frequent breaking changes in Bolt.)
  • -
  • Unity 2017.4.13f1+
  • -
-

To install the Bolt Integration Pack, do the following:

-
    -
  1. Install Bolt first. If Bolt is not installed, you will get errors when the integration pack is installed.
  2. -
  3. Run the following menu item in the Unity editor:
    - Window -> Rewired -> Integration -> Bolt -> Install Integration Pack
  4. -
  5. Follow the on-screen prompts.
  6. -
  7. Add the Rewired_Core and Rewired_Bolt_Runtime libraries to Bolt Assembly Options by running the Unit Options Wizard from the menu:
    - Tools -> Bolt -> Unit Options Wizard
    -

    - Bolt Assembly Options
    -
    -
  8. -
  9. Next, add the Rewired classes you intend to use in the Type Options dialog. Any Rewired class you want to access through Bolt must be added here or it will not be available.
    -
    - Bolt Type Options
    -
    -
  10. -
  11. It is recommended that you add at least the following types: -
      -
    • Rewired.ReInput
    • -
    • Rewired.ReInput.PlayerHelper
    • -
    • Rewired.Player
    • -
    • Rewired.InputActionEventData
    • -
    -
  12. -
-

To Uninstall:

-
    -
  1. Remove the Rewired assemblies and types from the Bolt Unit Options Wizard.
  2. -
  3. Delete the Rewired/Integration/Bolt folder.
  4. -
-

Usage:

-

The Bolt integration pack includes Units for events which can be found in the Bolt Unit inspector under Events/Input/Rewired. All other Rewired members must be added manually (see Step 5 above) and can be accessed through the Bolt Unit inspector under Codebase/Rewired after being added.

-

Examples:

-

Two very simple examples showing polling for input and using input events are included in the Rewired/Integration/Bolt/Examples/Scenes folder.

-

Documentation:

-

There is no Bolt-specific documentation. Bolt Units are direct analogues to the methods, properties, fields, and events in the Rewired API. All the standard Rewired documentation applies.

-

 

-
-

Cinemachine 2

-

NOTE: The Cinemachine 2 integration is not compatible with Cinemachine 3. See the Cinemachine 3 integration instructions if you are using Cinemachine 3.

-

Cinemachine 2 by Unity Technologies is unified procedural camera system for in-game cameras, cinematics and cutscenes, film pre-visualization and virtual cinematography eSports solutions.
-

-

To install the Cinemachine Integration Pack, do the following:

-
    -
  1. Download and install Cinemachine.
  2. -
  3. Run the following menu item in the Unity editor:
    - Window -> Rewired -> Integration -> Cinemachine 2 -> Install Integration Pack
  4. -
-

To Uninstall:

-
    -
  1. Delete the Rewired/Integration/Cinemachine folder
  2. -
-

Usage:

-
    -
  1. Add a RewiredCinemachineBridge component to a GameObject in the scene. If you add it to the Rewired Input Manager GameObject, you can assign Actions easier by using dropdowns instead of typing strings.
  2. -
  3. Create Actions for controlling Cinemachine in the Rewired input manager assign them to Controller Maps in Players per standard Rewired practice. By default, the Cinemachine look camera uses two axes: "Mouse X" and "Mouse Y".
  4. -
  5. Create Cinemachine Axis to Rewired Action mappings in the Rewired Cinemachine Bridge inspector to map Cinemachine Axis names to Rewired Actions for each Player.
  6. -
  7. All axis string names used by Cinemachine must match exactly to Action names you specify in the Rewired Cinemachine Bridge inspector.
  8. -
-

To use multiple Cinemachine cameras with multiple Players:

-
    -
  1. Set up the Axis names in the Cinemachine camera inspectors for each Player. Use different strings for each Player. For example: "Player 1 Look X", "Player 1 Look Y" for Player 1, "Player 2 Look X", "Player 2 Look Y" for Player 2, etc.
  2. -
  3. Create Axis to Action mappings in the Rewired Cinemachine Bridge for the Axis names you set up in the cameras for each Player.
  4. -
  5. See the the image below for an example:
  6. -
-

Cinemachine Inspector

-

 

-
-

Cinemachine 3

-

Cinemachine 3 by Unity Technologies is unified procedural camera system for in-game cameras, cinematics and cutscenes, film pre-visualization and virtual cinematography eSports solutions.
-

-

Requirements:

-
    -
  • Unity 2022+
  • -
  • Cinemachine 3
    - (This integration was built for Cinemachine 3.11. No guarantee of compatibility with past or future versions of Cinemachine is implied.)
  • -
-

To install the Cinemachine 3 Integration Pack, do the following:

-
    -
  1. Install Cinemachine 3 from the Package Manager.
  2. -
  3. Run the following menu item in the Unity editor:
    - Window -> Rewired -> Integration -> Cinemachine 3 -> Install Integration Pack
  4. -
-

To Uninstall:

-
    -
  1. Delete the Rewired/Integration/Cinemachine3 folder
  2. -
-

Usage:

-
    -
  1. Add a Rewired Cinemachine Input Axis Controller to your Cinemachine Camera from the menu:
    - Components -> Rewired -> Integrations -> Cinemachine 3 -> Rewired Cinemachine Input Axis Controller
  2. -
  3. All axis string names used by Cinemachine must match exactly to Action names you specify in the Rewired Cinemachine Bridge inspector.
  4. -
-

Advanced Users:

-

It is possible to use exported Player and Action constants in the Rewired Cinemachine Input Axis Controller inspector so you can select Actions and Players from drop-down lists instead of having to type strings. Two script templates are included which you can copy and edit for this purpose. They are located in the Cinmachine3/Scripts/Templates and Cinemachine3/Scripts/Templates/Editor directories. There is one runtime script file and one editor script. Instructions are included in the scripts. Add the new axis controller component instead of the default one on your Cinemachine Cameras.

-

 

-
-

Corgi Engine - 2D + 2.5D Platformer

-

Corgi Engine by More Mountains is a popular 2D + 2.5D platformer template for Unity.

-

Requirements:

-
    -
  • Corgi Engine v4.0 (No future version compatibility is guaranteed.)
  • -
  • Unity 5.6.7f1+
  • -
-

To install the Corgi Engine Integration Pack, do the following:

-
    -
  1. Install Corgi Engine first before you install Rewired. If you installed Rewired before Corgi Engine, be sure to re-launch the Rewired installer after Corgi Engine finishes installing and allow it to install the Unity input manager entries again because installing Corgi Engine will have replaced Rewired's entries. To re-launch the installer from the menu:
    - Window -> Rewired -> Setup -> Run Installer
  2. -
  3. When installing Rewired, install the Touch Controls pack when prompted. If you skipped installation, you can install the Touch Controls from the menu:
    - Window -> Rewired -> Extras -> Touch Controls -> Install
  4. -
  5. To install the Corgi Engine integration pack, run the following menu item in the Unity editor:
    - Window -> Rewired -> Integration -> Corgi Engine -> Install Integration Pack
  6. -
  7. After the pack is installed, you may need to run the setup script which will set the Script Execution Order on the Corgi Engine input manager script:
    - Window -> Rewired -> Integration -> Corgi Engine -> Setup -> Run Setup
  8. -
-

To Uninstall:

-
    -
  1. Delete the Rewired/Integration/CorgiEngine folder
  2. -
-

Usage:

-

Add a Rewired Input Manager to the scene. You can add a pre-configured Rewired Input Manager for Corgi Engine to the scene from the menu:
- Window -> Rewired -> Integration -> Corgi Engine -> Create -> Rewired Input Manager

-

Anywhere where you use the Corgi Engine InputManager component, replace it with the RewiredCorgiEngineInputManager component. You can add the component through the menu:
- Component -> Corgi Engine -> Manager -> Rewired Input Manager

-

Touch Controls:

-

A default Touch Controller prefab is included in the Rewired/Integration/CorgiEngine/Prefabs folder. You can use this Touch Controller in place of the one that comes with CorgiEngine. To to replace the existing Touch Controller in the demos, you need to add the Touch Controller prefab into the scene underneath the UICamera. Next, find the GUIManager component and replace the references in the fields "Buttons", "Arrows", and "Joystick" with references to the new Touch Controller elements. Specifically hook the main Touch Controller object to the "Buttons" field, then hook the Arrows sub-object to the "Arrows" field, then the Joystick sub-object to the "Joystick" field. These steps are just so you can use the same CorgiEngine InputManager options to display the touch controls and are not mandatory if you'd rather manage their display yourself. You can look at the demo scene Mesa1 located in Rewired/Integration/CorgiEngine/Demos to see the Touch Controls in use. For general information on Rewired's Touch Controls, see the documentation on Touch Controls.

-

Inventory System:

-
    -
  1. The Corgi Engine inventory system uses the Unity UI StandaloneInputModule to control navigation. To change this to use Rewired instead, remove the StandaloneInputModule from the EventSystem in the scene and add a RewiredStandaloneInputModule. See this more information on configuring the RewiredStandaloneInputModule.
  2. -
  3. Replace all InventoryInputManager components with the RewiredInventoryInputManager component and copy all relevant inspector values from the old component to the new component.
  4. -
  5. Replace all InventoryHotbar components with the RewiredInventoryHotbar component and copy all relevant inspector values from the old component to the new component.
  6. -
  7. If the replaced components were referenced by other components, you must re-assign these references using the new components.
  8. -
-

 

-
-

Deftly: Top Down Shooter Framework

-

Deftly: Top Down Shooter Framework by Cleverous aims to deliver flexibility and ease of use into a stable top down shooter environment with AAA quality. 

-

The Rewired integration is included in the package. Please see the Deftly documentation for details.

-

Note: This integration is a 3rd party integration package and not maintained or supported by Guavaman Enterprises.

-

 

-
-

Dialogue System for Unity

-

Dialogue System for Unity by Pixel Crushers makes it easy to add interactive dialogue and quests to your game. It's a complete, robust solution including a visual node-based editor, dialogue UIs, cutscenes, quest logs, save/load, and more.

-

The Rewired integration is included in the package. Please see the package documentation for details.

-

Note: This integration is a 3rd party integration package and not maintained or supported by Guavaman Enterprises.

-

 

-
-

First Person Controller

-

Rewired can be used with First Person Controller by Opsive, a professional, deterministic character controller designed to have the smoothest first person controls and to excel in all areas: PC, mobile, console, AI, networking, and VR. The integration pack can be downloaded from Opsive's site here.

-

Note: This integration is a 3rd party integration package and not maintained or supported by Guavaman Enterprises.

-

 

-
-

GAC (Great Animation Combos) System

-

GAC (Great Animation Combos) System by Eric Turgott is an asset that allows you to implement combos for any action game. The integration is included in the package. Please see the GAC documentation for details.

-

Note: This integration is a 3rd party integration package and not maintained or supported by Guavaman Enterprises.

-

 

-
-

Horse Animset Pro

-

Horse Animset Pro by Malbers Animation is an animation framework and Riding System controller, root-motion based, for any humanoid character. The integration is included in the package. Please see the Horse Animset Pro documentation for details.

-

Note: This integration is a 3rd party integration package and not maintained or supported by Guavaman Enterprises.

-

 

-
-

Inventory Pro

-

Inventory Pro by Devdog is a highly flexible inventory system for Unity. Inventory Pro can be used for RPG, RTS, FPS, and other game types. The integration is included in the package. Please see the Inventory Pro documentation for details.

-

Note: This integration is a 3rd party integration package and not maintained or supported by Guavaman Enterprises.

-

 

-
-

iRDS - Intelligent Race Driver System

-

iRDS - Intelligent Race Driver System by Jose Garrido is a racing game toolkit that helps you to develop Racing Games. Please see the iRDS documentation for details.

-

Note: This integration is a 3rd party integration package and not maintained or supported by Guavaman Enterprises.

-

 

-
-

Motion Controller

-

Motion Controller by ootii is an animation framework and character controller for any character and any game. You can download the intregration from ootii's Vault. (Search the page for Rewired.)

-

Note: This integration is a 3rd party integration package and not maintained or supported by Guavaman Enterprises.

-

 

-
-

ORK Framework - RPG Engine

-

ORK Framework - RPG Engine by Gaming is Love is a highly flexible system that allows you to create your own role-playing game without any coding.

-

Rewired can be used with ORK Framework by following braytendo's tutorial here. Or you can use Unity Input Override instead.

-

Note: This integration is a 3rd party integration package and not maintained or supported by Guavaman Enterprises.

-

 

-
-

Platformer Pro

-

Platformer Pro by JNA Mobile is a powerful and flexible kit for making platform games. Please see the Platformer Pro documentation for details.

-

Note: This integration is a 3rd party integration package and not maintained or supported by Guavaman Enterprises.

-

 

-
-

PlayMaker

-

PlayMakerRewired can be used with PlayMaker by Hutong Games, a popular visual scripting tool for Unity.

-

To install the PlayMaker Integration Pack, do the following:

-
    -
  1. Install Rewired and PlayMaker first. If PlayMaker is not installed, you will get errors when the integration pack is installed.
  2. -
  3. Run the following menu item in the Unity editor:
    - Window -> Rewired -> Integration -> PlayMaker -> Install Integration Pack
  4. -
  5. Follow the on-screen prompts.
  6. -
-

To Uninstall:

-
    -
  1. Delete the Rewired/Integration/PlayMaker folder
  2. -
-

Documentation:

-

There is no PlayMaker-specific documentation. PlayMaker Actions are direct analogues to the methods, properties, fields, and events in the Rewired API. All the standard Rewired documentation applies.

-

For example, the Rewired API method:
- player.GetButtonDown

-

Corresponds directly to the PlayMaker Action:
- RewiredPlayerGetButtonDown

-

 

-
-

Quest Machine

-

Quest Machine by Pixel Crushers is a full-featured, extensible quest system that lets you add procedurally-generated and hand-written quests to your project. The integration is included in the package. Please see the Quest Machine documentation for details.

-

Note: This integration is a 3rd party integration package and not maintained or supported by Guavaman Enterprises.

-

 

-
-

Quest System Pro

-

Quest System Pro by Devdog is an extremely flexible quest, achievement and dialogue / conversation trees system. The integration is included in the package. Please see the Quest System Pro documentation for details.

-

Note: This integration is a 3rd party integration package and not maintained or supported by Guavaman Enterprises.

-

 

-
-

Racing Game Starter Kit

-

Racing Game Starter Kit by Intense Games is an easy to use asset for creating racing games. The integration is included in the package. Please see the Racing Game Starter Kit documentation for details.

-

Note: This integration is a 3rd party integration package and not maintained or supported by Guavaman Enterprises.

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-
-

Realistic FPS Prefab

-

Realistic FPS Prefab by Azuline Studios is a first-person shooter complete project.

-

This forum post by longroadhwy shows how to do the integration by modifying a bit of source code.

-

Note: This integration is a 3rd party integration and not maintained or supported by Guavaman Enterprises.

-

 

-
-

Realistic Tank Controller

-

Realistic Tank Controller by Bonecracker Games allows you to build highly customizable battle tanks for your project. 

-

The Rewired integration is included in the package. Please see the package documentation for details.

-

Note: This integration is a 3rd party integration package and not maintained or supported by Guavaman Enterprises.

-

 

-
-

Rex Engine: A 2D Platformer Engine

-

Rex Engine: A 2D Platformer Engine is a 2D platformer engine by Sky Tyroannosaur with a huge suite of features designed to save you time and help you create amazing 2D games. 

-

Requirements:

-
    -
  • Rex Engine 1.38 (No future version compatibility is guaranteed.)
  • -
  • Unity 5.6.5f1+
  • -
-

To install the Rex Engine Integration Pack, do the following:

-
    -
  1. Install Rex Engine first before you install Rewired. If you installed Rewired before Rex Engine, be sure to re-launch the Rewired installer after Rex Engine finishes installing and allow it to install the Unity input manager entries again because installing Rex Engine will have replaced Rewired's entries. To re-launch the installer from the menu:
    - Window -> Rewired -> Setup -> Run Installer
  2. -
  3. When installing Rewired, install the Touch Controls pack when prompted. If you skipped installation, you can install the Touch Controls from the menu:
    - Window -> Rewired -> Extras -> Touch Controls -> Install
  4. -
  5. To install the Rex Engine integration pack, run the following menu item in the Unity editor:
    - Window -> Rewired -> Integration -> Rex Engine -> Install Integration Pack
  6. -
-

To Uninstall:

-
    -
  1. Delete the Rewired/Integration/RexEngine folder
  2. -
-

Usage:

-

Add a pre-configured Rewired Input Manager for Rex Engine to the scene from the menu:
- Window -> Rewired -> Integration -> Rex Engine -> Create -> Rewired Input Manager

-

 

-
-

Rucksack - Multiplayer Inventory System

-

Rucksack - Multiplayer Inventory System by Devdog enables you to easily setup player inventories, NPC inventories, banks, premium shops and much more in offline and online multiplayer games! 

-

The Rewired integration is included in the package. Please see the package documentation for details.

-

Note: This integration is a 3rd party integration package and not maintained or supported by Guavaman Enterprises.

-

 

-
-

Sci-Fi Ship Controller

-

Rewired can be used with Sci-Fi Ship Controller by SCSMMedia which allows you to easily turn your ship models into fully-functioning flying spacecraft..

-

The Rewired integration is included in the package. Please see the package documentation for details.

-

Note: This integration is a 3rd party integration package and not maintained or supported by Guavaman Enterprises.

-

 

-
-

Space Combat Kit

-

Rewired can be used with Space Combat Kit by VSX Games, designed to help you create anything from a simple arcade space shooter to a sophisticated space sim.

-

The Rewired integration is included in the package. Please see the package documentation for details.

-

Note: This integration is a 3rd party integration package and not maintained or supported by Guavaman Enterprises.

-

 

-
-

Third Person Controller

-

Rewired can be used with Third Person Controller by Opsive, a professional, deterministic character controller designed to have the smoothest third person controls and to excel in all areas: PC, mobile, console, AI, networking, and VR. The integration pack can be downloaded from Opsive's site here.

-

Note: This integration is a 3rd party integration package and not maintained or supported by Guavaman Enterprises.

-

 

-
-

UFPM: Ultimate First Person Melee

-

Rewired can be used with UFPM: Ultimate First Person Melee by Opsive, It is a professional, deterministic character controller designed to include the smoothest first person controls and to excel in all areas: PC, mobile, console, AI, networking, and VR. The integration pack can be downloaded from Opsive's site here.

-

Note: This integration is a 3rd party integration package and not maintained or supported by Guavaman Enterprises.

-

 

-
-

Works with UFPSUFPS 1.x

-

Rewired can be used to provide input for UFPS by Opsive, a popular first person shooter kit. Rewired comes pre-packaged with an integration kit that was designed to work with UFPS 1.4.9.

-

The UFPS integration was designed for UFPS 1.x and is not compatible with UFPS 2.x. For UFPS 2.x, see UFPS: Ultimate First Person Shooter.

-

To install the UFPS Integration Pack, do the following:

-
    -
  1. Ensure that you are running Unity 4.5 or greater.
  2. -
  3. Install Rewired and UFPS first. If UFPS is not installed, you will get errors when the integration pack is installed.
  4. -
  5. Run the following menu item in the Unity editor:
    - Window -> Rewired -> Integration -> UFPS -> Install Integration Pack
  6. -
  7. Follow the on-screen prompts.
  8. -
  9. When installation is complete, you will need to create a Rewired UFPS Input Manager in your scene before Rewired will be able to handle input. You can do this from the menu:
    - Window -> Rewired -> Integration -> UFPS -> Create UFPS Rewired Input Manager
  10. -
  11. The Rewired UFPS Input Manager contains default settings for all of UFPS's controls for the keyboard, mouse, and dual analog gamepads. If you want to customize the controls, simply click the "Rewired UFPS Input Manager" then edit the settings in the Rewired Editor.
  12. -
-

To Uninstall:

-
    -
  1. Delete the Rewired/Integration/UFPS folder
  2. -
  3. Delete the Rewired UFPS Input Manager from the scene
  4. -
-

Notes:

-
    -
  • UFPS's built-in input manager will no longer have any effect as long as the Rewired UFPS Input Manager exists in the scene. Additionally, some UFPS functions such as those designed to let you remap keys will no longer have any effect. You should manage key remapping using Rewired instead.
  • -
  • The Rewired UFPS integration pack makes no changes to the UFPS source code. You are therefore free to update UFPS as you see fit without losing the integration with Rewired.
  • -
  • If you install UFPS after installing Rewired, UFPS will overwrite the /ProjectSettings/InputManager.asset in your project. This will overwrite Unity input manager entries that Rewired needs to be able to get mouse input or to get joystick input on platforms that fall back on Unity input as the input source. If this happens, simply reinstall Rewired's Input Manager settings by running the installer from the menu Window -> Rewired -> Setup -> Run Installer and allow it to add the necessary entries in the InputManager.asset file.
  • -
-

FAQ:

-

The fire button (gamepad right trigger) and right stick look do not work unless I click the mouse button in the main window first. This happens in both the editor and game build. How do I fix this?

-

This issue is not with Rewired, but rather it is an intentional functionality of UFPS.

-

The Rewired integration only goes so far as to change the input sources for the Actions requested by the various UFPS scripts by replacing the underlying input manager. It doesn't alter the functionality or code of UFPS in any way so it cannot modify this behavior because the Action processing is blocked in the UFPS character script.

-

UFPS is in control of the mouse pointer control. It doesn't allow you to fire or move the right stick (mouse look) unless the mouse pointer is captured regardless of the platform. There is an inspector option on the UFPS character controller (VP_FPInput -> Mouse Cursor -> Blocks Mouselook) that changes the mouse capture behavior for the right stick, however this doesn't solve the issue with firing.

-

The only way to "fix" the issue with the fire button (right trigger) is to change UFPS source code. In VP_FPInput.cs, search for the function called InputAttack and find the two lines that read.

-
if (!vp_Utility.LockCursor) // <-- Comment out this line
-  return; // <-- Comment out this line
-

Note that I cannot provide support on how to use UFPS. This information was only added here because I receive support requests on this issue on a regular basis. If you have issues with UFPS, you should contact the developer, Opsive for support.

-

I get warnings in the console saying the Actions "LeftTrigger" and "RightTrigger" are missing the first time I press the gamepad triggers in every game session. How do I fix this?

-

This occurs because the developer of UFPS added LeftTrigger and RightTrigger Actions to UFPS recently when they added joystick support. They were not added to the default UFPS Rewired Input Manager because they were only added to UFPS as a way to convert analog gamepad trigger axis values to button values, but Rewired handles this already using the default Attack action. Adding the Actions would just add confusion since they would be unused and only added to silence those warnings. The warnings are harmless and only show up the first time you press the triggers. If you really want to get rid of the warnings, add two Actions called LeftTrigger and RightTrigger.

-

 

-
-

UFPS: Ultimate First Person Shooter

-

Rewired can be used with UFPS: Ultimate First Person Shooter by Opsive, It is a professional, deterministic character controller designed to include the smoothest first person controls and to excel in all areas: PC, mobile, console, AI, networking, and VR. The integration pack can be downloaded from Opsive's site here.

-

Note: This integration is a 3rd party integration package and not maintained or supported by Guavaman Enterprises.

-

 

-
-

uFS - Flight Simulation Engine

-

uFS - Flight Simulation Engine by REMEX Software Ltd delivers previously unseen Flight Simulation accuracy to the Unity Asset Store.

-

Rewired includes an integration pack for uFS which can be installed from the menu:
- Rewired -> Integration -> uFS -> Install Integration Pack

-

In addition to the integration pack, Unity Input Override must be installed.

-

Usage

-

Create a Rewired UnityFS Input Manager from the menu:
- Rewired -> Integration -> uFS -> Create uFS Rewired Input Manager

-

This will set up default controls that will work with uFS.

-

To Uninstall

-
    -
  1. Delete the Rewired/Integration/UFS folder.
  2. -
  3. Optionally uninstall Unity Input Override.
  4. -
-

 

-
-

Ultimate Character Controller

-

Rewired can be used with Ultimate Character Controller by Opsive, is a professional, deterministic character controller designed to include the smoothest first and third person controls and to excel in all areas: PC, mobile, console, AI, networking, and VR. The integration pack can be downloaded from Opsive's site here.

-

Note: This integration is a 3rd party integration package and not maintained or supported by Guavaman Enterprises.

-

-

 

-
-

Unity UI

-

Rewired can be used as the input source for Unity's UI system introduced in Unity 4.6. In order to use Rewired to control Unity's UI, you must replace the StandaloneInputModule component on the UI EventSystem object with the RewiredStandaloneInputModule. Please see Rewired Standalone Input Module for more information.

-

 

-
-

Universal Fighting Engine (UFE)

-

Universal Fighting Engine by Mind Studios is  a toolkit designed to help you develop your own 2.5D fighting game, using a highly customizable framework and easy to use visual editors.

-

NOTE: This integration pack is designed to work with Universal Fighting Engine (1.x) and is not compatible with UFE2. UFE2 is a separate product and not code-compatible with Universal Fighting Engine. Use the UFE2 integration instead if you are using UFE2.

-

Requirements:

-
    -
  • Universal Fighting Engine 1.8.4 (not compatible with UFE2) (No future version compatibility is guaranteed.)
  • -
  • Unity 2017.2.0f3+
  • -
-

To install the Universal Fighting Engine Integration Pack, do the following:

-
    -
  1. Install Universal Fighting Engine first before you install Rewired. If you installed Rewired before Universal Fighting Engine, be sure to re-launch the Rewired installer after Universal Fighting Engine finishes installing and allow it to install the Unity input manager entries again because installing Universal Fighting Engine will have replaced Rewired's entries. To re-launch the installer from the menu:
    - Window -> Rewired -> Setup -> Run Installer
  2. -
  3. Install Control Mapper from the menu:
    - Window -> Rewired -> Extras -> Control Mapper -> Install (Standard)
    -
  4. -
  5. To install the integration pack, run the following menu item in the Unity editor:
    - Window -> Rewired -> Integration -> Universal Fighting Engine -> Install Integration Pack
  6. -
-

To Uninstall:

-
    -
  1. Delete the Rewired/Integration/UniversalFightingEngine folder
  2. -
-

Usage:

-
    -
  1. In the UFE Global Editor –> Input Options: -
      -
    • Set “Input Manager” to “Rewired”
    • -
    • Change the names of all inputs for both players to: -
        -
      • For the horizontal axis: “Horizontal”
      • -
      • For the vertical axis: “Vertical”
        - For each numbered button: “Button1”, “Button2”, “Button3”, “Button4”, “Button5”, “Button6”
      • -
      • For the Start button: “Start”
      • -
      • Be sure to remove the "p1" / "p2" prefix from the input names as Rewired does not use this. Both Player 1 and Player 2's input names should be identical.
      • -
      -
    • -
    -
  2. -
  3. Add a pre-configured Rewired Input Manager for Universal Fighting Engine to the scene from the menu:
    - Window -> Rewired -> Integration -> Universal Fighting Engine -> Create -> Rewired Input Manager
  4. -
-

Customizing Action Names:

-

You can change the display names or the actual scripting names of the Actions in the Rewired Input Manager, but if you change the scripting names, make sure you change them in the UFE global configuration to match.

-

Touch Controls:

-

The integration comes with pre-built touch-screen controls. You can set which platforms and under what circumstances the touch controls will be shown by setting the options on the Rewired UFE Input Manager inspector. For more information on customizing the touch controls, see the Touch Controls documentation.

-

To test touch controls (using the mouse) in the editor, you can enable them in the editor by going to the Rewired UFE Input Manager and in the inspector under Rewired UFE Input Manager, check the box “Editor” under “Show Touch Controls On” and unplug any joysticks or disable the option “Hide Touch Controls When Joysticks Connected.”

-

In-Game Control Remapping:

-

To remap controls, go to the Options page in UFE and select “Change Controls”. When you press “Done” the configuration will be saved to XML and will be used the next time you use that controller on that Player. To clear the XML data if you want to make changes in the Rewired Input Manager, clear Player Prefs using the debug options foldout on the UserDataStore_PlayerPrefs component on the Rewired Input Manager.

-

Important:

-

This integration requires the Standard version of Control Mapper to be installed. It is not compatible with the Text Mesh Pro version of Control Mapper.

-

 

-
-

Universal Fighting Engine 2 (UFE2)

-

Universal Fighting Engine 2 by Mind Studios is  a toolkit designed to help you develop your own 2.5D fighting game, using a highly customizable framework and easy to use visual editors.

-

NOTE: This integration pack is designed to work with Universal Fighting Engine 2 and is not compatible with Universal Fighting Engine 1.x. UFE2 is a separate product and not code-compatible with Universal Fighting Engine (1.x). Use the Universal Fighting Engine integration instead if you are using Universal Fighting Engine 1.x.

-

Requirements:

-
    -
  • Universal Fighting Engine 2.4.1 (not compatible with Universal Fighting Engine 1.x) No future version compatibility is guaranteed.
  • -
-

To install the Universal Fighting Engine 2 Integration Pack, do the following:

-
    -
  1. Install Universal Fighting Engine 2 first before you install Rewired. If you installed Rewired before Universal Fighting Engine 2, be sure to re-launch the Rewired installer after Universal Fighting Engine 2 finishes installing and allow it to install the Unity input manager entries again because installing Universal Fighting Engine 2 will have replaced Rewired's entries. To re-launch the installer from the menu:
    - Window -> Rewired -> Setup -> Run Installer
  2. -
  3. Install Control Mapper from the menu:
    - Window -> Rewired -> Extras -> Control Mapper -> Install (Standard)
    -
  4. -
  5. To install the integration pack, run the following menu item in the Unity editor:
    - Window -> Rewired -> Integration -> Universal Fighting Engine 2 -> Install Integration Pack
  6. -
-

To Uninstall:

-
    -
  1. Delete the Rewired/Integration/UniversalFightingEngine2 folder
  2. -
-

Usage:

-
    -
  1. In the UFE Global Editor –> Input Options: -
      -
    • Set “Input Manager” to “Rewired”
    • -
    • Change the names of all inputs for both players to: -
        -
      • For the horizontal axis: “Horizontal”
      • -
      • For the vertical axis: “Vertical”
        - For each numbered button: “Button1”, “Button2”, “Button3”, “Button4”, “Button5”, “Button6”
      • -
      • For the Start button: “Start”
      • -
      • Be sure to remove the "p1" / "p2" prefix from the input names as Rewired does not use this. Both Player 1 and Player 2's input names should be identical.
      • -
      -
    • -
    -
  2. -
  3. Add a pre-configured Rewired Input Manager for Universal Fighting Engine to the scene from the menu:
    - Window -> Rewired -> Integration -> Universal Fighting Engine 2 -> Create -> Rewired Input Manager
  4. -
-

Customizing Action Names:

-

You can change the display names or the actual scripting names of the Actions in the Rewired Input Manager, but if you change the scripting names, make sure you change them in the UFE global configuration to match.

-

Touch Controls:

-

The integration comes with pre-built touch-screen controls. You can set which platforms and under what circumstances the touch controls will be shown by setting the options on the Rewired UFE Input Manager inspector. For more information on customizing the touch controls, see the Touch Controls documentation.

-

To test touch controls (using the mouse) in the editor, you can enable them in the editor by going to the Rewired UFE Input Manager and in the inspector under Rewired UFE Input Manager, check the box “Editor” under “Show Touch Controls On” and unplug any joysticks or disable the option “Hide Touch Controls When Joysticks Connected.”

-

In-Game Control Remapping:

-

To remap controls, go to the Options page in UFE and select “Change Controls”. When you press “Done” the configuration will be saved to XML and will be used the next time you use that controller on that Player. To clear the XML data if you want to make changes in the Rewired Input Manager, clear Player Prefs using the debug options foldout on the UserDataStore_PlayerPrefs component on the Rewired Input Manager.

-

Important:

-

This integration requires the Standard version of Control Mapper to be installed. It is not compatible with the Text Mesh Pro version of Control Mapper.

-

 

-
-

uSim Air Module

-

uSim Air Module by Softdimension Games helps you build flight models for any aircraft. Smooth and realistic results. 

-

The Rewired integration is included in the package. Please see the package documentation for details.

-

Note: This integration is a 3rd party integration package and not maintained or supported by Guavaman Enterprises.

-

 

-
-

UTPM: Ultimate Third Person Melee

-

Rewired can be used with UTPM: Ultimate Third Person Melee by Opsive, It is a professional, deterministic character controller designed to include the smoothest first person controls and to excel in all areas: PC, mobile, console, AI, networking, and VR. The integration pack can be downloaded from Opsive's site here.

-

Note: This integration is a 3rd party integration package and not maintained or supported by Guavaman Enterprises.

-

 

-
-

UTPS: Ultimate Third Person Shooter

-

Rewired can be used with UTPS: Ultimate Third Person Shooter by Opsive, It is a professional, deterministic character controller designed to include the smoothest first person controls and to excel in all areas: PC, mobile, console, AI, networking, and VR. The integration pack can be downloaded from Opsive's site here.

-

Note: This integration is a 3rd party integration package and not maintained or supported by Guavaman Enterprises.

-

 

-
-

Others

-

Most Unity Asset Store assets can be used with Rewired by using the Unity Input Override system. Please see Unity Input Override for details.

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- - - -
- - - -
- - - - - - - -
- - -

- Known Issues - -

- - - -

Topics:

-

General

- -

Windows:

- -

Windows 10 Universal (UWP):

- -

MacOS:

- -

Linux:

- -

Unity Editor (all platforms):

- -

Android:

- -

iOS/tvOS:

- -

Xbox One:

- -

SDL2:

- -

Steam:

- -
-

 

-

General:

-

Compatibility with Unity's "new" input system

-

Update: As of Unity 2021.2.0f1, Rewired can now work alongside Unity's new input system on Windows. If you need to use both Rewired and Unity's new input system simultaneously, update to Unity 2021.2.0f1+. To use both together, use the following setting:

-

Player Settings -> Active Input Handling -> Both

-

Note: The only platform with known issues running both systems together was Windows Standalone. If other incompatibilites exist on other platforms, they are currently unknown and untested.

-

For versions prior to 2021.2.0f1:

-

Rewired is not compatible with Unity's new input system. If you enable the new input system by setting this value to "Input System" or "Both", Rewired and/or Unity's input system may not function at all or parts of each system may not function correctly. While some platforms may work, others may not.

-

The only setting supported by Rewired is:
- Player Settings -> Active Input Handling -> Input Manager

-

 

-
-

Unity Physical Keys setting

-

Unity added the Physical Key option in Unity 2021.2 and made it enabled by default in 2022.0.
- https://docs.unity.cn/Manual/class-InputManager.html

-

If enabled, keyboard keys will map to their physical location on a US 101-key keyboard regardless of the keyboard layout being used (AZERTY for exampe). This is useful for making a locale-independent input layout. Example: WASD to move.

-

The problem is, if enabled, the KeyCode returned for a key will match the US 101-key layout, and glyphs and help text will display incorrect information to the user. For example, the A key on a AZERTY keyboard is located where the Q key is on a US 101-key keyboard, and the KeyCode returned for the A key will be KeyCode.Q. Unity added the Physical Keys setting but neglected to add a function which would get the key label for the key code. This makes it impossible to display accurate help text or glpys to the user if this option is enabled. This affects anything that might need to display a key name including Control Mapper.

-

Because of the above issue, it is recommended to disable Physical Keys in the Unity Input Manager settings. A toggle box has been added to the Rewired Input Manager -> Settings page for easy access to this setting (Unity 2021.2+).

-

If you choose to use Physical Keys, native keyboard handling will be automatically disabled on all platforms that support it because it does not support Physical Key mapping and Unity fallback keyboard handling will be used instead, allowing you to use Physical Key mapping.

-

 

-
-

Keyboard key names are incorrect on non-US 101-key keyboards

-

This happens when the Unity "Physical Keys" option is enabled and cannot be fixed. See this for more information.

-

 

-
-

All platforms compiled with IL2CPP on Windows: Builds never finish, build fails with errors, builds crash, built exe hangs at launch, or builds throw exceptions about duplicate Actions

-

Update: This issue no longer affects Rewired 1.1.40.0+. Update to the latest version of Rewired.

-

The latest version at the time of writing this, Visual Studio 2019 16.8.6, still exhibits this error.

-

Due to a new compiler bug in Visual Studio 2019 16.5+, when built with IL2CPP using the Unity Editor on Windows with Visual Studio 2019 installed, the build may never finish (hang during compile), crash during compile, the built executable may hang after launch, or they may throw exceptions about duplicate Actions, or potentially unlimited other possible manifestations. This issue can be avoided by uninstalling Visual Studio 2019 and installing Visual Studio 2017, or you can use one of the following workarounds to make builds work again in VS 2019.

-

Update: This has been updated to disable just the jump threading optimizer instead of the entire SSA optimizer based on feedback from Microsoft.

-

I have tracked the issue down to a bug in the new optimizer used in VS2019.
-

-
    -
  • This affects Release and Master builds, not debug builds.
  • -
  • You can disable the new optimizer in the VS generated IL2CPP build project by adding the following to the end of the IL2CPP command line:
    - --compiler-flags=-d2ssa-cfg-jt-
  • -
-


- Option 1: Editor Script (Probably the best solution)

-
    -
  1. Download the DisableNewVS2019Optimizer script and extract the cs file.
  2. -
  3. Create a folder somewhere in your Unity project's Assets folder and name it Editor.
  4. -
  5. Copy the DisableNewVS2019Optimizer.cs script into the Editor folder.
  6. -
  7. Now IL2CPP builds on Windows will automatically have the new optimizer disabled, but it won't affect builds to other build targets.
  8. -
  9. Note that this method will not automatically copy the compiler flag options to the Visual Studio project if you choose to make an IL2CPP build with the "Create Visual Studio Solution" option in the build window. If "Create Visual Studio Solution" is enabled, you will have to manually add the compiler option by following the instructions under Option 2: Manual Build below.
  10. -
  11. Note that you will get a compiler error if you use this script and do not have Visual Studio 2019 installed as VS 2017 or other versions do not have this compiler flag option.
  12. -
  13. Deleting the script will not remove the compiler option if it has already been set. You can remove it by editing ProjectSettings\ProjectSettings.asset in a text editor under the heading additionalIl2CppArgs.
  14. -
-Option 2: Manual Build
-
-Steps:
-
    -
  1. Set Unity Build Settings -> PC, Mac & Linux Standalone -> Create Visual Studio Solution
  2. -
  3. Build
  4. -
  5. Open solution in Visual Studio
  6. -
  7. Right click the IL2CPPOutputProject project in the Solution Explorer and select Properties.
  8. -
  9. Make sure you have the correct build Configuration selected at the top for the type of build you want to make (Master, Release, etc).
  10. -
  11. Go to the NMake page
  12. -
  13. On the Build Command Line field, add to the end (adding a space first):
  14. -
  15. --compiler-flags=-d2ssa-cfg-jt-
  16. -
  17. Compile
  18. -
  19. Run
  20. -
  21. No more infinite loops
  22. -
-Option 3: Environment Variable
-
-On Windows, another easier way to disable the optimizer is to add an environment variable. Be advised, this may cause IL2CPP builds for other build targets to fail because I assume it will add the compiler option regardless of the build target:
-
    -
  1. Click Start Menu
  2. -
  3. Type environment
  4. -
  5. Launch "Edit the system environment variables"
  6. -
  7. Under "User Variables for USERNAME", click New.
  8. -
  9. Set the variable name to: IL2CPP_ADDITIONAL_ARGS
  10. -
  11. Set the variable value to: --compiler-flags=-d2ssa-cfg-jt-
  12. -
  13. Press Ok.
  14. -
  15. Close all copies of the Unity editor and re-open it.
  16. -
  17. Direct IL2CPP builds (without creating VS solution) will now work correctly.
  18. -
-

 

-
-

Running in a Sandbox

-

Windows (tested with Sandboxie):

-
    -
  • Due to a lack of permissions, Rewired is unable to receive device information from Raw Input when run inside a sandbox. Joysticks will not work properly in Raw Input mode. (As a note, Unity itself is also unable to receive this information, rendering joystick support in Unity broken under the default security settings.)
  • -
  • Direct Input mode is able to receive joystick input, but joystick plug/unplug notifications are blocked, so hot-plugging does not work properly even in Direct Input mode.
  • -
-

 

-
-

 

-

Windows

-

 

-

Windows Standalone, Use Windows Gaming Input: Stall when Unity Editor or application is closed

-

Applies to Unity 5 - 2021, Mono scripting backend:
- When Use Windows Gaming Input is enabled, if a controller was ever connected during the applciation session, when the application is quit (Unity Editor or a game build), the application will stall for at least 30 seconds before closing. The cause has been traced to the use of unmanaged to managed callbacks in Mono. Callbacks are used to detect Windows Gaming Input controller connection and disconnection events. The issue does not occur in IL2CPP builds or in Unity 2022+.

-

 

-
-

Windows Standalone: Xbox Series S/X controllers do not work when application is out of focus when Use XInput is disabled

-

Xbox Series S/X controllers do not work when the application is out of focus. This is a problem at the driver level and is not an issue with Rewired. The driver does not send any Raw Input events to the application when it is out of focus even when explicitly told to do so when registering for Raw Input events. This affects Raw Input, Direct Input, and Unity input sources. This does not affect XInput.

-

 

-
-

Windows Editor: Keyboard keys sticking for the same duration they were pressed after being released

-

Update: According to Unity, this bug will be fixed in Unity 2019.4.0f1.

-
    -
  1. Unity made a change to the editor update thread in 2019.3.8 (https://unity3d.com/unity/whats-new/2019.3.8 - Editor: Fixed the editor application main thread tick timer throttling causing unwanted spikes and delays. (1211383)) that has resulted in this lag in a very roundabout way. The Windows message queue is having to wait on the editor GUI thread, so heavy CPU usage in the editor GUI update thread now maifests as a severe slowdown to the main thread if messages are waiting to be delivered to it by Raw Input. This issue persists as of 2019.3.15, the latest version, as of the date of this message.
    -
  2. -
  3. The more work happening on the editor GUI thread, the worse the slowdown of the main thread will be when it has to wait on a Raw Input event to be delivered.
  4. -
  5. This affects Raw Input, presumably because Raw Input relies on the Windows messaging queue for delivery of input events.
  6. -
  7. This is most easily reproduced by having the Rewired Input Manager selected in the inspector with the Debug Information foldout open displaying a lot of fields such as when looking at Controllers -> Keyboards and listing all the keys. With this open, the lag after releasing a key when held down for a second or more while is > 1 second. Debug Information makes a lot of calls to Editor Prefs which slows down the editor thread enough to make the new issue visible.
  8. -
  9. This also affects Unity's new input system through the exact same mechanism of preventing the Raw Input events from being delivered in a timely manner to the input thread. The lag can be reproduced exactly simply by enabling their new input system and running a CPU-intensive operation in an editor script.
  10. -
-

This bug has been reported to Unity with a simple reproduction case using their new input system.

-

 

-
-

Windows Standalone: Extra 10 second stall when pressing Play in the Unity editor and when running a build

-

Reports have been coming in recently of a 10 second stall when pressing Play in the Unity editor and when launching the game build. Every single instance of this has turned out to be a problem getting information from some piece of hardware attached to the system. This has happened with Corsair keyboards and a Mayflower Electronics headphone amplifier so far, but could potentially be caused by any HID device.

-

When a problem device is present, a 5-second stall happens when certain information is queried about the HID device such as getting the Product Name using the Windows API function HidD_GetProductString. This function may be called twice leading to a 10 second stall. This is a problem at the device / driver level and cannot be fixed in Rewired. Because of the sudden influx of reports like this, I can only make the educated guess that this is directly due to a new change in Windows in a recent update resulting in the 5-second stall with these devices. There is no other explanation because none of this code has changed in years, and before 2020, there were zero reports of anything like this from Rewired users.

-

This issue is not isolated to Rewired. Every single application that calls HidD_GetProductString on these devices will experience this stall. This has been reproduced using a HID library with one of these devices. Microsoft's Direct Input itself is also subject to this issue when getting the list of devices, with reports of this happening on the web. Even Microsoft's USB Game Controller tool in Windows apparently is affected by this, causing stalls and even crashing. There are also reports of this happening with SDL2, a hugely-popular cross-platform library.

-

This issue cannot be "fixed" because it is not an issue in Rewired but in the underlying device/driver/Windows API. The best way to resolve it is to identify the device or driver causing it and remove it or disable it in Device Manager. Some devices like the Mayflower Electronics headphone amplifier expose a HID device in Device Manager that can be disabled without affecting the functionality of the device itself.

-

 

-
-

Windows Standalone, IL2CPP: Rewired falls back to Unity input

-

Support for IL2CPP on desktop platforms was added in Rewired 1.1.22.0.

-

Solution: Update Rewired.

-

 

-
-

Windows Standalone, Direct Input: Joysticks not detected when using .Net 4.6 scripting backend

-

Direct Input was moved into a native DLL in Rewired 1.1.22.0 and therefore no longer has this issue which was caused by the lack of support of a particular IL instruction in the .Net 4.6 scripting backend.

-

Solution: Update Rewired.

-

 

-
-

Windows Editor: Crash in Unity 5.6+ with Oculus Touch

-

There have been multiple reports of crashes in Unity 5.6+ on Windows when using Unity input as the input source with Oculus Touch controllers attached. This crash is not due to Rewired but is a Unity issue. It can be reproduced without Rewired involved by calling GetAxis and GetButton on the Oculus Touch controllers through UnityEngine.Input. It seems to occur most frequently immediately when pressing Play in the editor. It may be related to calling UnityEngine.Input on the Oculus Touch devices in Awake or on the first Update frame. It can reportedly be avoided by disabling the Rewired Input Manager in the inspector, then enabling it after Play mode has been entered. The effect this has is to defer making calls to UnityEngine.Input until after the first frame or two of Play mode.

-

-

-
-

Windows Platforms: XInput devices on Windows appear as "XInput Gamepad"

-

As of Rewired 1.1.47.0, it is now recommended that you enable Use Windows Gaming Input which supports all features of XInput and allows for better device identification. Also, on Windows UWP, Windows Gaming Support was updated to allow differentiation between Xbox 360 and Xbox One controllers in Rewired 1.1.47.0. -

On Windows, with Use XInput enabled, and always on Windows App Store and Windows 10 Universal builds, there's no way to differentiate one XInput controller type from another. To XInput, everything is simply Gamepad with an id of 0-3. This is not a Rewired issue, it is a design decision by Microsoft.
-
- There is no possible way to associate an XInput id to the matching HID device to get its name and make it be recognized as a specific controller. Because of this, you cannot identify an XInput controller by name in Windows when XInput is enabled. This also affects which controller maps are loaded for this joystick in Windows when using XInput. Since the device is simply an Xinput device, it will be loaded from the XBox 360 controller definition, not the Logitech F310, for example. - (However, if you create your controller maps using the Gamepad Template, you don't even need to worry about this.) -

The only way you will be able to identify these controllers by name is to disable Use XInput in the Rewired Input Manager (applies to Windows Standalone only, not Windows App Store or Windows 10 Universal -- XInput cannot be disabled on these platforms). Once you do that, you introduce new issues/limitations:

- -
    -
  1. L/R triggers are treated as 1 combined axis and both cannot be pressed simultaneously without canceling each other out.
  2. -
  3. You lose universal XInput controller support because each XInput controller now must be specifically recognized and mapped. Any unrecognized XInput devices will be treated as Unknown Controllers.
  4. -
  5. Vibration is not supported.
  6. -

     

    -
-
-

Windows Platforms: All XInput devices use the Xbox 360 Controller map when "Use XInput" is enabled

-

As of Rewired 1.1.47.0, it is now recommended that you enable Use Windows Gaming Input which supports all features of XInput and allows for better device identification.

-

As explained in the previous topic, when Use XInput is enabled and always on Windows App Store and Windows 10 Universal builds, there is no way to differentiate one XInput device from another by name or product/vendor id. Therefore, all XInput devices will use the Xbox 360 Controller map on Windows when Use XInput is enabled. This will match all XInput devices, generic or not, and will provide full coverage of all XInput devices. You cannot map these devices based on the individual device type such as Xbox One or Logitech F310 when using XInput because the device cannot be identified as as specific device type but rather simply as an XInput gamepad. All XInput gamepads will use Xbox 360 Controller profile when Use XInput is enabled.

-

If you disable Use XInput, you will get device-specific identification and recognition (Windows Standalone only, not Windows App Store or Windows 10 Universal), but you will also have the drawbacks explained in the previous topic.

-

There is rarely ever a need to map these controllers individually by using the specific device-type maps. Just create your Joystick Map using the Gamepad Template and it will cover all gamepads listed here regardless of whether or not you have Use XInput enabled.

-

 

-
-

More than 4 XBox controllers cannot be used at the same time

-

Windows Standalone

-

Windows Gaming Input:
- As of Rewired 1.1.47.0, it is now recommended that you enable Use Windows Gaming Input which supports more than 4 XInput devices with support for all special controller features.

-

XInput:
- XInput has a hard limit of 4 devices. This is not a Rewired limitation, it is a limitation in Microsoft's XInput system.

-

You can mix and match non-XInput devices with XInput devices for a total of more than 4, but you cannot use more than 4 XInput compatible devices simultaneously if XInput is enabled but Windows Gaming Input is disabled. If you need to support more than 4 XInput controllers, you can either disable XInput and use Raw/Direct Input or enable Windows Gaming Input in the Rewired Editor - Settings page.

-

If both "Use XInput" and "Use Windows Gaming Input" are enabled, if Windows Gaming Input is unavalable on the system, XInput will be used as the fallback input source for compatible devices. Otherwise, the primary input source will be used as the fallback input source. This has some important implications. If your game absolutely requires support for more than 4 XInput-compatible devices, it is recommended you enable "Use Windows Gaming Input" but disable "Use XInput" so on systems that do not support Windows Gaming Input, Raw Input / Direct Input will be used as the fallback input source, allowing for more than 4 XInput-compatible devices to be used simultaneously, albeit with the caveats below. Otherwise, enable both "Use XInput" and "Use Windows Gaming Input" for best feature support.

-

Be advised that by disabling "Use XInput" and "Windows Gaming Input" in the Rewired Input Manager, Raw Input or Direct Input will be used to handle XInput-compatible controllers and will introduce these new issues/limitations:

-
    -
  1. L/R triggers are treated as 1 combined axis and both cannot be pressed simultaneously without canceling each other out.
  2. -
  3. You lose universal XInput controller support because each XInput controller now must be specifically recognized and mapped. Any unrecognized XInput devices will be treated as Unknown Controllers.
  4. -
  5. Vibration is not supported.
  6. -
-

OSX Standalone
- NOTE: This information is outdated. Modern Xbox controllers connected via Bluetooth do not need a driver to be installed. Old Xbox 360 Controllers may, but if using Game Controller Framework, no drivers need to be installed.

-

XBox 360 controllers on OSX require this XBox 360 driver. This driver also imposes the 4-device limit just like XInput. It is currently not possible to use more than 4 XInput devices simultaneously on OSX. Again, you can mix and match non-XInput controllers to achieve a total count greater than 4. Because the driver is required for the controller to be detected, there is no way to disable the use of this driver and get around this issue.

-

 

-
-

Windows Standalone (Use XInput enabled): Wireless Bluetooth Xbox One Controllers cause frame rate drop when disconnected during vibration

-

The drop in frame rate is not caused by Rewried. It is indirectly caused by Unity, but ultimately the real culprit is XInput. There is nothing I can do to "fix" this issue because it is not caused by Rewired, nor is the CPU spike that causes the frame rate to drop even in Rewired's call stack -- it's in Unity's.

-

Sequence of events:

-
    -
  • 2 or more Xbox One controllers are attached.
  • -
  • At least one of these is a Bluetooth controller and connected via Bluetooth.
  • -
  • Vibrations are being sent continuously to the Bluetooth controller.
  • -
  • The Bluetooth controller is disconnected (battery dies, etc.).
  • -
  • XInput still reports this device present for 2 or more seconds.
  • -
  • The other controller has to be actively producing some input (may just be axis noise in some cases.)
    -
  • -
  • Unity stalls and stutters until the device is fully disconnected.
  • -
-

During this period where the Bluetooth device has been connected but has not been reported as disconnected:
-

-
    -
  • Calls to XInput functions do not return with errors.
  • -
  • Calls to set vibration to XInput on the disconnected device apparently stall out the entire XInput system regardless of which thread is making the calls.
    -
  • -
  • Calls to read input from XInput take an excessive amount of time, even on a separate thread, because of the calls to set vibration on the other thread.
  • -
-

Rewired already implements multiple separate threads to handle input and output (vibration) for XInput so so lags in function calls to XInput will not result in drops in frame rate. It also caps the frequency of set vibration calls to XInput because of prior problems with Xbox One controllers.

-

Unity is causing the application frame rate to drop under this scenario, not Rewired. This can be seen in the Unity profiler. The entry UpdateSceneManagerAndInput will report a very long time such as 250ms per frame during this period. This is a Unity function.

-

This is the best explanation I can come up with for the problem:
-

-
    -
  • Unity is calling functions in XInput on the main thread that are lagging out due XInput going into some kind of spasm because set vibration is being continuously called on a wireless Bluetooth controller that has been disconnected but XInput has not reported it disconnected yet and is not throwing errors when functions are being called on that device.
  • -
  • Unity's input system cannot be disabled to avoid this issue.
  • -
  • Unity could jump through hoops and implement workarounds like moving XInput to another thread, but they can't fix the underlying cause.
  • -
  • Only Microsoft can fix it.
  • -
-

The only possible workaround is to send fewer vibrations so the disconnecting controller doesn't get hammered with vibrations while it is in the bugged state. Do not spam controllers with vibrations unless you really have to. However, in the case you are playing back some kind of effect sequence, there is no way to avoid it.

-

 

-
-

Windows Standalone (Use XInput enabled, Windows 10 Insider Preview): Game crashes when using or plugging in an XInput-compatible controller.

-

There have been reports of crashes when using XInput on one or more versions of Windows 10 Insider Preview. The crash can occur either on the start of the application (if an XInput-compatible device is attached) or when any XInput-compatible device is first attached. This issue is not an issue with Rewired but an issue with Windows 10 Insider Preview. I have been unable to reproduce any issue in Windows 10 Insider Preview.

-

The only possible workaround is to disable Use XInput in the Rewired Input Manager -> Settings -> Windows tab.

-

Rewired is 100% compliant with Microsoft's published guidelines for using XInput. Rewired works with all versions of XInput from Windows XP - Windows 10 without issue. If you or your customers experience this crash in Windows 10 Insider Preview, please report this error to Microsoft so they can fix it before rolling out the public release.

-

 

-
-

Windows Standalone (Unity Fallback, Windows 10): Xbox One Controller L/R and D-Pad mapping problems

-

Due to Microsoft driver issues, on versions of Windows 10 before the Windows 10 Anniversary Update, the L/R triggers and D-Pad on the Xbox One Controller may be mapped incorrectly and non-functional when using Unity Fallback input. Microsoft made Xbox One Controller driver changes in an early version of Windows 10 that caused the controller mappings to change when retrieving values through the HID driver. This change did not affect XInput. Unity uses a combination of direct HID device access and XInput to get input from XInput compatible devices. This caused the standardized mappings in Unity's input system to break, cross-mapping the D-Pad and the triggers. Microsoft acknowledged this as a mistake and finally rolled back this driver change in the Windows 10 Anniversary Update rolled out on August 2, 2016. After this update, the mappings reverted to the normal mappings consistent with Windows 7. Only users using Windows 10 pre-Anniversary update are affected. This does not affect Rewired if using the native input options instead of Unity fallback input.

-

 

-
-

Windows Standalone (Raw Input, Windows 10): XBox One controller causes system crash when removed when using Raw Input on Windows 10

-

Update: This has been fixed as of Windows 10 Anniversary Update.

-

This is not a bug or issue with Rewired. A recent Windows Update has introduced a new bug in Windows 10 when using the XBox One controller. When Raw Input is enabled, if the XBox One controller is disconnected at runtime, it will cause the entire system to become unresponsive requiring a hard reboot to fix. I have isolated this issue to a specific Windows API Raw Input function call which is not optional. There is no known workaround for this problem when using Raw Input. This bug has been reported to Microsoft.

-

The only possible workaround is to enable Use XInput so the XBox One Controller is handled by XInput instead of Raw Input.

-

 

-
-

Windows Standalone (Direct Input, Windows 10): Using two or more XBox One controllers will cause Unity to hang when using Direct Input on Windows 10

-

This is not a bug or issue with Rewired. A recent Windows Update has introduced a new bug in Windows 10 when using multiple XBox One controllers. When Direct Input is enabled, if two or more XBox One controller are attached, it will cause Unity to hang until all but one controller are removed. I have isolated this issue to a specific Windows API Direct Input function call which is not optional. There is no known workaround for this problem when using Direct Input.

-

The only possible workaround is to enable Use XInput so the XBox One Controller is handled by XInput instead of Direct Input.

-

 

-
-

Windows Standalone (Windows 10): Xbox One Controller stops working after another controller is unplugged

-

Applies to Windows 10 after Anniversary Update.

-

One or more Xbox One Controllers can stop working after unplugging any other Xbox One Controller. This is an Xbox One Controller driver bug introduced in the Windows Anniversary Update. There is no possible workaround to this issue. If this issue affects your game, please report it to Microsoft. This is not an issue with Rewired.

-

 

-
-

Windows Standalone (Windows 10): Game Center popup keeps appearing when pressing keyboard keys

-

Applies to Windows 10 after Anniversary Update.

-

When using Xbox One Controllers, At random, the Game Center popup may begin to appear every time a keyboard key is pressed or when clicking to different windows. This is an Xbox One Controller driver bug introduced in the Windows Anniversary Update. There is no possible workaround to this issue. If this issue affects your game, please report it to Microsoft. This is not an issue with Rewired.

-

 

-
-

Windows Standalone (Unity Fallback, Windows 10): XBox One controller has incorrect mapping

-

Microsoft changed the XBox One driver in Windows 10 and changed the mappings compared to Windows 7 and prior versions, then after the Windows 10 Anniversary Update, they reverted this driver change. When using Unity fallback as the input source, it is impossible to differentiate the XBox One controller on Windows 10 pre and post Anniversary Update. Therefore, the decision was made to support only the newest mapping. Xbox One Controllers will have incorrect mappings on Windows 10 prior to the Anniversary Update.

-

This is not an issue when using Raw Input, Direct Input, or XInput. It is advised that you do not use UnityEngine fallback input as the input source on the Windows Standalone platform due to this and many, many other issues.

-

 

-
-

Windows Standalone: Nvidia Shield Controller problems on Raw Input and Direct Input

-

With newer firmware versions, the Nvidia Shield Controller has major problems on Raw Input and Direct Input which cause massive slowdowns making the controller essentially unusable. The only way to support the controller on Windows is to enable Use XInput which is not subject to the same issues. The Nvidia Shield Controller can no longer be safely used on Windows Standalone without Use XInput enabled until Nvidia fixes the firmware problems. If the controller is used without Use XInput enabled, the frame rate will drop to an extremely low level. There is no possible workaround to this issue.

-

 

-
-

Windows Standalone, .NET 4.6 experiemental backend: Application freezes on exit in Unity 2017

-

Update: This Unity bug was fixed at some point in the Unity 2017 branch and does not appear in Unity 2017.4.14f1. The exact version where they fixed the bug is not known. It does not appear in Unity 2018.1.0f3 or later.

-

Solution: Update to the Unity 2017.4.14f1+.

-

As of Unity 2017.2.0f3, when the .NET 4.6 experimental backend is enabled in Windows, the application will freeze forever on exit (closing via the X window button or Alt + F4). The error occurrs outside Rewired's code after it has already shut down. Unity has confirmed this bug in the .NET 4.6 backend but no ETA for a fix is known.

-

Q: But it used to work before updating Rewired to 1.1.3.0+:

-

It actually did have the same issue, but you just - couldn’t see it because Rewired was never actually running in native mode when - the 4.6 backend was enabled in versions prior to 1.1.3.0 because of an unrelated exception
- that made it fall back to Unity input silently. This exception was due to an unrelated issue involving - reflection when using the .NET 4.6 backend. The exception was silently swallowed forcing Rewired - to run in UnityEngine.Input mode instead. In 1.1.3.0, the silent exception was fixed allowing native input to actually be initialized revealing the new .NET 4.6 bug. Native input never worked when using the - 4.6 .NET backend. The fact that older versions looked like they worked was - just a fluke due to the unrelated exception preventing native input from being initialized.

-

Beta versions and experimental features of Unity are not supported by Rewired.

-

 

-
-

Windows Standalone, .NET 4.6 experimental backend: Editor corruption in Unity 2017.1

-

Update: Unity fixed the bug in Unity 2017.1.p4.

-

Solution: Update to Unity 2017.1.p4+.

-

The .NET 4.6 experimental backend contains a major bug that affects Rewired's ability to run in the editor. The 2nd time you press Play in the editor, it will throw thousands of exceptions and cause the editor to become corrupt until quit and restart. This bug has been reported to Unity.

-

More information about this bug can be found here:

- -

The only workaround is to disable native input by setting the Primary Input Source for the editor platform you are using to Unity in the Rewired Input Manager -> Settings page. By doing this, you will lose access to all the special features and benefits native input provides.

-

Q: But it used to work before updating Rewired to 1.1.3.0+:

-

It actually did have the same issue, but you just - couldn’t see it because Rewired was never actually running in native mode when - the 4.6 backend was enabled in versions prior to 1.1.3.0 because of an unrelated exception
- that made it fall back to Unity input silently. This exception was due to an unrelated issue involving - reflection when using the .NET 4.6 backend. The exception was silently swallowed forcing Rewired - to run in UnityEngine.Input mode instead. In 1.1.3.0, the silent exception was fixed allowing native input to actually be initialized revealing the new .NET 4.6 bug. Native input never worked when using the - 4.6 .NET backend. The fact that older versions looked like they worked was - just a fluke due to the unrelated exception preventing native input from being initialized.

-

Beta versions and experimental features of Unity are not supported by Rewired.

-

 

-
-

Windows Editor: <RI.Hid> Failed to create device file: 2 The system cannot find the file specified.

-

You may see the following error when starting the Unity Editor:

-
    -
  • <RI.Hid> Failed to create device file: 2 The system cannot find the file specified.
  • -
-

This error is logged by Unity itself and is not created by Rewired, nor is it related to Rewired in any way. It cannot be silenced or fixed. There is a forum thread detailing the issue here.

-

 

-
-

Windows Standalone: Keyboard and mouse keys get stuck on when holding a key, right-clicking on the window's title bar, and then releasing the key

-

This bug affects the Unity Editor and builds running in windowed mode on Windows, OSX, and (possibly) Linux.

-

This is due to a bug in UnityEngine.Input which is used as the source of keyboard input on most platforms at the present time. Mouse buttons will also get stuck on in this same scenario of UnityEngine.Input is being used as the mouse input source (OSX, Linux, or if Native Mouse Handling is disabled on Windows.)

-

On Windows, enabling Native Keyboard Handling will eliminate this issue. Unfortunately, for other platforms, there is no workaround possible for this issue at this time. The bug has been reported to Unity.

-

 

-
-

Windows App Store support not working in Unity 5.0.0, fixed in 5.0.1

-

Due to a new bug introduced in Unity 5.0.0, Rewired is unable to be compiled in this version of Unity. The bug was fixed in Unity 5.0.1, so upgrade to 5.0.1 if you need Windows App Store support.

-

 

-
-

Windows Standalone: High refresh rate mouse causes slowdown and profiler spikes

-

Update: This issue has been fixed by Unity in 2021.2.0f1. Also, a corresponding change had to be made to Rewired due to their new changes to fix this issue, so you must use Rewired 1.1.41.0+ in conjunction with Unity 2021.2.0f1+ to support high refresh rate mice.

-

A high refresh rate mouse causes slowdowns, high cpu usage, and profiler spikes in Unity. This is not a Rewired issue. It is 100% a Unity issue and cannot be fixed by Rewired.

-

It has been reported to me numerous times that Rewired is causing high CPU usage causing spikes in the profiler when moving the mouse. The profiler will report a particular function in Rewired_Windows.dll is using many milliseconds of time. This is a false flag. The problem is in Unity, not Rewired.

-

The only reason Rewired is even shown in this stack trace is because of how the Raw Input mouse event rerouting works. An application may only receive Raw Input events for a particular device type to one single window. Unity requires these events for their mouse input to work. Rewired also needs to receive these events for its Raw Input mouse to work. Rewired creates a message window, subscribes to Raw Input events to this window, then it reroutes the Raw Input mouse events back to Unity when they come in. What happens after that is out of Rewired's control. Unity becomes downstream of Rewired and therefore Rewired ends up in the stack trace.

-

This is easily proven by performing the same test in a fresh project without Rewired installed. You will see the exact same spikes in the profiler without Rewired anywhere in the mix.

-

Mice with a 1000+ Hz refresh rate seem to cause the most problems. The higher the rate, the more slowdown.

-

 

-
-

 

-

Windows 10 Universal (UWP):

-

 

-

Windows 10 Universal: IL2CPP build error (no further information about what managed code was being converted is available)

-

Severity: Critical
- Solution: Update to Rewired 1.1.38.4+.

-

As of Unity 2020.2.0f1, versions of Rewired prior to 1.1.38.4 no longer function on the UWP platform due to a new IL2CPP issue introduced in Unity 2020.2.0f1+.

-
Exception: IL2CPP error (no further information about what managed code was being converted is available)
-System.NullReferenceException: Object reference not set to an instance of an object.
-   at Unity.IL2CPP.Extensions.ModuleInitializerMethod(AssemblyDefinition assembly)
-   at Unity.IL2CPP.Metadata.PerAssemblyCodeMetadataWriter.Write(SourceWritingContext context, AssemblyDefinition assembly, GenericContextCollection genericContextCollection, String assemblyMetadataRegistrationVarName, String codeRegistrationVarName)
-

 

-
-

Windows 10 Universal: Certain gamepads appear twice when HID device support is enabled

-

Solution: Update to Rewired 1.1.47.0+.

-

Microsoft has apparently started mapping non-Xbox gamepads like the Sony DualShock 4 to make them appear as XInput devices through their UWP Windows.Gaming.Input system. This has the side effect that, if you enable the application to allow the use of HID input devices in the Package.appxmanifest, the DualShock 4 will show up as 2 devices at the same time -- an XInput gamepad and the HID DualShock 4 gamepad. While true XInput gamepads provide a way to identify them as such through the HID system, Microsoft has provided no way to determine that these pseudo-XInput devices (HID devices are being treated as XInput devices) are being handled by XInput, so there is no way to programatically filter out these duplicate devices. The only workaround is to disable HID device support. You can either do this by removing HID support from the package manifest in the Visual Studio build project or by disabling the "Support HID Devices" option in the Rewired Input Manager -> Settings -> Windows UWP page. This allows you to choose to support the Gamepad (XInput) system and/or the HID system for input devices. This is still not ideal, but it at least gives you the option to disable XInput to allow for wider device support without risking duplicate devices, though disabling XInput will also disable support for controller vibration. There is no perfect solution because Microsoft simply has not provided the ability to get the necessary information to allow devices to be filtered properly. Edit: New API functionality has been added by Microsoft that makes device filtering possible and a fix was implemented in Rewired 1.1.47.0.

-

 

-
-

Windows 10 Universal IL2CPP: Crash when disconnecting controllers

-

There are three different disconnect crash scenarios, each with its own circumstances:

-

Scenario 1: XInput controllers on Unity 2018.2.0 - 2018.2.18

-

Severity: Critical

-

This issue was fixed by Unity in version 2018.2.19. Update to Unity 2018.2.19+.
-

-

Starting with Unity 2018.2.0, XInput-compatible controllers will crash the application when unplugged if the application is started with any XInput-compatible controller connected. This is a bug in Unity, not Rewired, and there is no possible workaround.

-

This bug occurs when any script or library makes a call to any part of the Windows.Gaming.Input.Gamepad API. Simply making this call will result in Unity crashing internally the next time a controller is unplugged. Use of Windows.Gaming.Input.Gamepad is absolutely required in order to get input natively from gamepads in Windows UWP.

-

You can easily reproduce this by creating a new Unity project and adding this script to a GameObject:

-
using UnityEngine;
-
-public class GamepadTest : MonoBehaviour {
-#if ENABLE_WINMD_SUPPORT
-    void OnGUI() {
-        GUILayout.Label("Gamepad Count: " + Windows.Gaming.Input.Gamepad.Gamepads.Count);
-    }
-#endif
-}
-

Build the application and launch it with a gamepad connected. Unplug it and the application will crash with the following stack trace:

-
UnityPlayer.dll!dynamic_array<class GameControllers::Gamepads::XboxGamepad,0>::erase(class GameControllers::Gamepads::XboxGamepad *,class GameControllers::Gamepads::XboxGamepad *)
-UnityPlayer.dll!GameControllers::Gamepads::XboxGamepads::UpdateCurrentGamepadList(void)
-UnityPlayer.dll!GameControllers::Gamepads::XboxGamepads::GetCurrentGamepads(void)
-UnityPlayer.dll!GameControllers::Gamepads::ProcessGamepadInput(class InputManager &,class std::map<unsigned int,int,struct std::less<unsigned int>,class std::allocator<struct std::pair<unsigned int const ,int> > > &,struct dynamic_array<unsigned int,0> &)
-UnityPlayer.dll!Input::PreProcess(class Vector2f const &)
-UnityPlayer.dll!UnityPlayer::AppCallbacks::DoPerformUpdateAndRender(void)
-UnityPlayer.dll!UnityPlayer::AppCallbacks::PerformUpdateAndRender(void)
-UnityPlayer.dll!UnityPlayer::AppCallbacks::_AppThreadImplementation(void *)
-UnityPlayer.dll!UnityPlayer::AppCallbacks::_AppThread(void *)
-kernel32.dll!BaseThreadInitThunk()
-ntdll.dll!RtlUserThreadStart()
-

This affects the .NET scripting backend and the IL2CPP scripting backend.

-

Solution: Update to Unity 2018.2.19+.

-

Scenario 2: Non-XInput controllers

-

As of Unity 5.3.4f1, after enabling support for standard HID joysticks in the Package.appxmanifest, Unity may crash when disconnecting a non-XInput controller (also happens with XInput controllers in Untiy 2017). This is a bug in Unity, not Rewired and there is no possible workaround if you want to support any controllers besides XInput controllers. (To disable support for non-XInput controllers, remove the tags added to the Package.appxmanifest mentioned here.) This bug has been reported to Unity, but so far no fix has been announced.

-

This issue does not affect Windows 10 Universal builds when using the .NET scripting backend.

-

Update: This bug has been fixed as of Unity 5.3.5p1.
- Update 2: This bug has resurfaced in Unity 2017.1.

-

Scenario 3: Xbox One S controller

-

As of Unity 2017.1, after enabling support for standard HID joysticks in the Package.appxmanifest and disabling Use XInput in the Rewired Editor -> Settings for Windows 10 UWP, the application will always crash when disconnecting an Xbox One S controller. This issue comes from the Windows HID API used to get HID device events. When Use XInput is enabled, the Xbox One S controller will be handled through the Windows.Gaming.Input API instead and no longer cause the crash.

-

 

-
-

Windows 10 Universal: Left Shift is activated when Right Shift is pressed

-

The left and right Shift keys cannot be differentiated on Windows UWP due to a bug/oversight in the Windows UWP API. Windows does not send key up events for the opposing Shift key when released while holding down the other Shift key. This makes it impossible to support both Shift keys as individual keys. Because of this issue, the two Shift keys can only reliably be treated as a single key. When either Shift key is pressed, only Left Shift will will return true. Right Shift will never return true. This is an issue with the underlying Windows UWP API and not a Rewired bug. There is no possible workaround.

-

 

-
-

Windows 10 Universal .NET: UnityException: Failed to run reference rewriter error on Unity 5.5.0, 5.5.1

-

You may receve an error similar to below when building to Windows 10 Universal on .NET on Unity 5.5.0 and 5.5.1:

-
UnityException: Failed to run reference rewriter with command --target="Temp\StagingArea\Rewired_Core.dll" --additionalreferences="Temp\StagingArea","C:\Program Files (x86)\Windows Kits\10\UnionMetadata\Facade","C:\Program Files (x86)\Windows Kits\10\References\Windows.ApplicationModel.Calls.CallsVoipContract\1.0.0.0","C:\Program Files (x86)\Windows 
-
-...
-
-Catastrophic failure while running rrw: Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'Windows.Foundation.UniversalApiContract, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'
-

This error occurs when you have the Windows 10 "Creator's Update" SDK installed (10.0.15063.0) or later, but do not also have older versions of the SDK also installed. This is presumably due Unity not searching the correct location for the SDK libraries in this version of the Windows 10 SDK. The issue was fixed in 5.5.1. There are two possible solutions to this issue. Do one of the following:

-
    -
  1. Install Unity 5.5.2 or later.
  2. -
  3. Install an older version of the Windows 10 SDK also.
  4. -
-

 

-
-

 

-

MacOS:

-

 

-

MacOS: Application freezes forever when initializing Rewired

-
    -
  • This is actually a Unity bug that happens to affect Rewired. It cannot be fixed or worked around by Rewired.
  • -
  • The bug is present in the latest versions of Unity as of this writing: Unity 2022.3.12f1 and 2023.1.18f1, Apple M1, MacOS 14.0. The bug has been reported to Unity.
  • -
  • When a controller is disconnected from the system, there is a small chance that Unity's HID controller handling code will freeze permanently. This appears to be done on a separate thread because it does not cause the application to stop functioning. However, it does stop controllers from ever being detected again until the application or Unity editor is quit. Without Rewired involved, Unity's controller support just simply stops functioning.
  • -
  • However, if Rewired is initialized at any time after Unity's input system freezes, Rewired's function call to I/O Kit's HID Manager to specify which types of controllers to monitor will block forever causing the entire application to freeze permanently. There is no workaround without Unity fixing the underlying bug that is causing this.
  • -
  • To minimize the possibility of this affecting a final game, initialize Rewired only once very early in the game initialization sequence and never initialize it again. Even if Unity's input system freezes after controllers are connected and disconnected, it will not affect Rewired in any way so long as Rewired has already been initialized. If the Rewired Input Manager were to be destroyed or disabled, then re-instantiated or re-enabled, Rewired would be required to initialize again and would freeze when I/O HID Manager is being setup. Likewise, do not allow the user to change any runtime settings that require Rewired to be reset such as changing the primary input source or enabling / disabling optional secondary input sources.
  • -
-

 

-
-

MacOS, Apple Silicon: Build crashes when a controller is connected

-

Unity has a bug that causes a crash when any native code calls back into managed code. This cannot be fixed or worked around. Only Unity can fix this bug and Rewired's native input cannot function without this feature. The only way to get around this issue is to build to IL2CPP.

-

More information about the Mono bug can be found at the Unity bug tracker.

-

 

-
-

MacOS, IL2CPP: Rewired falls back to Unity input

-

Support for IL2CPP on desktop platforms was added in Rewired 1.1.22.0.

-

Solution: Update Rewired.

-

 

-
-

MacOS, .NET 4.6 experimental backend: Throws exception on initialization in Unity 2017.1 - 2017.3

-

Update: The Unity bug was fixed in Unity 2017.4.1f1. Any version of Unity after that should work correctly.

-

Solution: Update to Unity 2017.4.1f1+.

-

As of Unity 2017.2.0f3, when the .NET 4.6 experimental backend is enabled in OSX, an exception will be thrown on initialization causing Rewired to not function. This exception is due to a bug in the .NET 4.6 experimental backend that prevents all P/Invoke calls from functioning, always throwing a DllNotFoundException. The exact same call works using the .NET 3.5 backend while the 4.6 backend fails. This bug has been reported to Unity.

-

Due to the severity of this bug, until Unity fixes it, it is impossible for Rewired to use native input on OSX with the .NET 4.6 backend enabled. The only workaround is to disable native input by setting the Primary Input Source for the platform to Unity in the Rewired Input Manager -> Settings -> OSX page. By doing this, you will lose access to all the special features and benefits native input provides.

-

Q: But it used to work before updating Rewired to 1.1.3.0+:

-

It actually did have the same issue, but you just - couldn’t see it because Rewired was never actually running in native mode when - the 4.6 backend was enabled in versions prior to 1.1.3.0 because of an unrelated exception
- that made it fall back to Unity input silently. This exception was due to an unrelated issue involving - reflection when using the .NET 4.6 backend. The exception was silently swallowed forcing Rewired - to run in UnityEngine.Input mode instead. In 1.1.3.0, the silent exception was fixed allowing native input to actually be initialized revealing the new .NET 4.6 bug. Native input never worked when using the - 4.6 .NET backend. The fact that older versions looked like they worked was - just a fluke due to the unrelated exception preventing native input from being initialized.

-

Beta versions and experimental features of Unity are not supported by Rewired.

-

 

-
-

MacOS: Game Controller Framework

-

 

-

MacOS, Game Controller Framework: Controller vibration stops working on some controllers when another controller is connected or disconnected

-

When using the Game Controller Framework, controller vibration can stop working randomly when any Game Controller Framework compatible controller is connected to or disconnected from the system. This is a bug on Apple's end and cannot be fixed by Rewired. Once the vibration motors stop working on the connected controller(s), the only way to make them work again is to disconnect and reconnect the controller.

-

 

-
-

MacOS, Game Controller Framework: Sony Dual Shock 4 and Dual Sense controller issues

-

Based on my testing, there are numerous issues with the Dual Shock 4 and Dual Sense controllers when using the Game Controller Framework. These issues are not caused by Rewired but by Apple's Game Controller Framework. There are no software fixes possible.

-

Issues I have experienced when testing on an M1 Mac connecting wirelessly:

-
    -
  • The entire system stalls during connection of Dual Sense controller for several seconds.
  • -
  • Some or all special controller features may or may not work, or may stop working.
  • -
  • Light color may not change when calling SetLightColor.
  • -
  • Acceleration and/or gyroscope values may not work.
  • -
  • Vibration motors may not work or may stop working.
  • -
-

The only workaround I have found is to unpair and repair the controller as many times as it takes until the controller starts working correctly. Simply disconnecting and reconnecting the controller does not seem to help. Only unpairing and repairing appears to make a difference.

-

 

-
-

 

-

Linux:

-

 

-

Linux, IL2CPP: Rewired falls back to Unity input

-

As of Unity 2018.3.0, Unity does not support IL2CPP on Linux. If/when IL2CPP support is added to Unity, Rewired versions of 1.1.22.0+ should automatically just work. Obviously this cannot be tested until Unity adds support for the platform.

-

 

-
-

Keyboard keys stuck on Linux in Unity 5.1.1

-

Rewired uses UnityEngine.Input.GetKey to get keyboard input on Linux. Underlying issues in UnityEngine.Input's keyboard handling are inherited by Rewired.

-

This is not a Rewired issue, it's a Unity bug:
- https://forum.unity3d.com/threads/unity-5-1-1-broke-input-for-linux-standalone.335113/

-

Update to Unity 5.1.2 to fix it.

-

 

-
-

Keyboard keys repeat when held on Linux in builds -

-

-

Rewired uses UnityEngine.Input.GetKey to get keyboard input on Linux. Underlying issues in UnityEngine.Input's keyboard handling are inherited by Rewired.

-

This bug only affects builds on Linux, not the Linux editor. It also only affects certain versions of Linux.

-

Unity has already patched the issue in 2018.2.0b2. The change causing this bug was added in some version of Unity after 2017.1.0f3 (see tests below).

-

UnityEngine.Input.GetKey now toggles on and off in rapid succession frame by frame after a short key-repeat delay. This makes it so that the ButtonDown state becomes true every few milliseconds. Because Unity is telling Rewired that the key going on and off in rapid success, Rewired translates this into GetButtonDown and GetButtonUp every few frames. There's absolutely no way around this other than writing a native keyboard library for Linux and replacing UnityEngine.Input for this portion of input. This may be added in a future release and this page will be updated.
-

-

Results of tests:

-

Ubuntu 14.04 + Unity 5.0.0f4 = No issue
- Ubuntu 14.04 + Unity 2017.1.0f3 = No issue
- Ubuntu 14.04 + Unity 2017.4.2f2 = No issue
- Ubuntu 14.04 + Unity 2018.1.0f1 = No issue
- Ubuntu 14.04 + Unity 2018.2.0b2 = No issue
-
- Ubuntu 17.04 + Unity 5.0.0f4 = No issue
- Ubuntu 17.04 + Unity 2017.1.0f3 = No issue
- Ubuntu 17.04 + Unity 2017.4.2f2 = PROBLEM
- Ubuntu 17.04 + Unity 2018.1.0f1 = PROBLEM
- Ubuntu 17.04 + Unity 2018.2.0b2 = No issue <- Unity patched the issue

-

 

-
-

 

-

Unity Editor (all platforms):

-

 

-

Rewired stops working when changing scripts in Play mode with "Recompile After Finished Playing" option

-

Update: A workaround was added in Rewired 1.1.28.0.

-

The setting Preferences -> General -> Script Changes While Playing -> Recompile After Finished Playing causes Rewired to stop working when making a change to a script while in Play mode.

-

Rewired must be able to tell when recompilation starts and ends in order to safely shut down and re-initialize. Rewired uses various functions in the Unity API to determine this. It relies on UnityEditor.EditorApplication.isCompiling to know when this process has started and ended.

-

When you change the option to "Recompile After Finished Playing", Unity sets the value of UnityEditor.EditorApplication.isCompiling to True immediately when it detects a change to a script even though the application is not actually compiling. It never sets this value back to false because the setting makes it wait until Play mode ends before it can actually recompile. Meanwhile, Rewired has shut itself down when it detected the start of recompilation. It waits until Unity tells it compliation has ended before it reinitializes itself. Since the value from Unity remains False forever, Rewired stays shutdown until Play mode is stopped and restarted. This is a bug in Unity, not Rewired.

-

 

-
-

Compiler error in Unity 2019.1.5f1 when Control Mapper installed

-

Update: This was patched in Rewired 1.1.26.1.

-

Unity made a breaking API change in 2019.1.5f1 even though they are not supposed to make breaking API changes in a minor version update.

-Change the line in Rewired/Extras/ControlMapper/Scripts/UISelectionUtility.cs that reads: -
selectableCount = Selectable.AllSelectablesNoAlloc(ref s_reusableAllSelectables);
-to -
selectableCount = Selectable.AllSelectablesNoAlloc(s_reusableAllSelectables);
-

All you have to do is remove the ref keyword.

-

For more information, see this forum post.

-

 

-
-

Assembly errors in projects upgraded to Unity 2019.2

-

Update: This bug was fixed in Unity 2020.1.0a13.

-

Projects upgraded to Unity 2019.2 from a previous version (including a beta version) may report the following errors:

-
- Error: Could not load signature of
-Rewired.ComponentControls.Effects.TouchInteractableTransitioner:get_transitionColorTint
-due to: Could not load file or assembly 'UnityEngine.UI,
-Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its
-dependencies. assembly:UnityEngine.UI, Version=1.0.0.0,
-Culture=neutral, PublicKeyToken=null type: member:(null)
-signature:
-
--Error: Could not load signature of
-Rewired.Editor.ComponentControls.TouchInteractableEditor:GenerateInteractableAnimatorContoller
-due to: Could not load file or assembly 'UnityEngine.UI,
-Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its
-dependencies. assembly:UnityEngine.UI, Version=1.0.0.0,
-Culture=neutral, PublicKeyToken=null type: member:(null)
-signature:
-
-

This error is not an error in Rewired. It's an error in Unity's upgrade process due to changes they've made moving the UI assembly to the Package Manager. This error does not occur in a new 2019.2.0f1 project that has not been upgraded.

-

The resolution to this issue is to simply ignore the errors. They will not be shown again when the editor is closed and restarted. Note, the errors may return if doing a "Reimport All" operation, but again, they're just costmetic.

-

 

-
-

Assembly and build errors in 2019.3 alpha/beta

-

First, alpha, beta, preview, and experimental, versions and features of Unity are not suppored.

-

Rewired may not be compatible with Unity 2019.3 alpha. If you install Rewired you may see the following errors:
-

-
Assembly 'Assets/Rewired/Internal/Libraries/Editor/Rewired_Editor.dll' will not be loaded due to errors:
-Unable to resolve reference 'UnityEngine.UI'. Is the assembly missing or incompatible with the current platform?
-Reference validation can be disabled in the Plugin Inspector.
- 
-Assembly 'Assets/Rewired/Internal/Libraries/Runtime/Rewired_Core.dll' will not be loaded due to errors:
-Unable to resolve reference 'UnityEngine.UI'. Is the assembly missing or incompatible with the current platform?
-Reference validation can be disabled in the Plugin Inspector.
- 
-Assembly 'Assets/Rewired/Internal/Libraries/Runtime/Rewired_Windows.dll' will not be loaded due to errors:
-Reference has errors 'Rewired_Core'.
-

Unity has made a major breaking change. The Unity UI library has been moved from UnityEngine.UI.dll as part of the core Unity installation to Unity.ugui.dll as an optional install through the Package Manager. This change to the DLL name which breaks all assembly references in Rewired's DLLs. This issue affects all DLLs that reference Unity UI, not just Rewired, including many of the most popular assets on the Unity Asset Store. There is no possible workaround to this issue.

-

Unity has acknowledged these changes as a mistake and has made changes to allow DLLs to work again in a later alpha/beta release. See this forum thread for more details. However, even though they have made changes to make it work again, it does have side effects with possible errors being reported when upgrading a project from an older version of Unity. See this for more information.

-

You may also get the following error when you try to make a build. This error will go a way the next time you attempt a build, but will come back at the following build. Every other build attempt will result in the following failure. This is a known Unity issue and has a bug tracker page here. Update: This bug has reportedly been fixed in the latest 2019.3 beta and 2020.1 alpha.

-
Type '[Rewired_Core]Rewired.ComponentControls.Effects.TouchInteractableTransitioner' has an extra field '_transitionColorTint' of type 'UnityEngine.UI.ColorBlock' in the player and thus can't be serialized (expected '_syncFadeDurationWithTransitionEvent' of type 'System.Boolean')
-
-...
-
-Fields serialized in target platform, class 'Rewired.ComponentControls.TouchInteractable'
-'_interactable' of type 'System.Boolean'
-'_visible' of type 'System.Boolean'
-'_hideWhenIdle' of type 'System.Boolean'
-'_allowedMouseButtons' of type 'Rewired.ComponentControls.TouchInteractable+MouseButtonFlags'
-'_transitionType' of type 'Rewired.ComponentControls.TouchInteractable+TransitionTypeFlags'
-'_transitionColorTint' of type 'UnityEngine.UI.ColorBlock'
-'_transitionSpriteState' of type 'UnityEngine.UI.SpriteState'
-'_transitionAnimationTriggers' of type 'UnityEngine.UI.AnimationTriggers'
-'_targetGraphic' of type 'UnityEngine.UI.Graphic'
-'_onInteractionStateTransition' of type 'Rewired.ComponentControls.TouchInteractable+InteractionStateTransitionEventHandler'
-'_onVisibilityChanged' of type 'Rewired.ComponentControls.TouchInteractable+VisibilityChangedEventHandler'
-'_onInteractionStateChangedToNormal' of type 'UnityEngine.Events.UnityEvent'
-'_onInteractionStateChangedToHighlighted' of type 'UnityEngine.Events.UnityEvent'
-'_onInteractionStateChangedToPressed' of type 'UnityEngine.Events.UnityEvent'
-'_onInteractionStateChangedToDisabled' of type 'UnityEngine.Events.UnityEvent'
-
-

 

-
-

Rewired increases compile time and load time after pressing Play in the editor

-

The additional load time can be attributed entirely to Unity loading the serialized data from Rewired's many controller definitions which are used to recognize, map, and calibrate known controllers. The simple fact that the controller data files are linked from an object field in the Rewired Input Manager GameObject's component causes Unity to load those objects regardless of whether the GameObject is enabled or not. Unfortunately there's nothing that can be done to reduce it except to remove controller definitions to reduce the number that have to be loaded.
-
- Unity has to deserialize all the controller definition data every time you press Play or recompile scripts. There isn't any way to both keep the support for all these controllers and get the startup time any faster without completely overhauling the controller definition system to use a database or some other means to store all this data. Doing that would bring all kinds of other challenges and issues because it would have to be cross-platform and work on every single platform Unity supports (22+ now) and would invalidate any custom controller definitions created by users. Rewired was written using the "Unity way" of doing things, using their data storage structures, built-in systems, and editors. Unfortunately, this means I don't have control over every single aspect of the process.
-
- While this increase in startup time may be significant to a blank project, in a real game project, it's likely that the game itself's startup time would be significantly greater than this and therefore the perceived impact would be much smaller vs a blank scene.
-
- It is worth noting that there is no perceivable difference in load time in a final build. A completely blank scene and a scene with an enabled Rewired Input Manager both start instantaneously (Unity splash screen disabled.) This is only an issue in the Unity editor.

-

How to temporarily remove Controller definitions to speed up development

-

The fewer controllers supported, the less the delay when the app domain is rebuilt. Just click the "ControllerDataFiles" field in the Rewired Input Manager inspector which will take you to the default ControllerDataFiles object in the Rewired directory, copy the existing ControllerDataFiles, move the copy outside the Rewired folder, link the new ControllerDataFiles in the Rewired Input Manager inspector, then go to the new ControllerDataFiles inspector and remove all the controllers you don't need while doing your development. You can pare this down to like 10 controllers (Xbox, DS4, etc.) and Rewired will add zero extra startup time. Remember to link back the original ControllerDataFiles in the Rewired Input Manager before building so all controllers are supported.

-

 

-
-

Serialized data corruption after importing Rewired

-

Unity has a major bug in the Unitypackage importer that can lead to data corruption when importing an asset from the Unity Asset Store or a Unitypackage file.

-

If your Unity Editor Settings -> Asset Serialization Mode is set to "Force Binary", serialized data may be corrupted when you import a Unitypackage. This often happens when a new Unitypackage is imported. If you then re-import the same package over the previous import, it will be imported correctly. If you then delete the imported files and re-import them, they will be corrupted again.

-

Corrupted serialized data in Rewired can manifest itself as inexplicable errors and exceptions being thrown for no reason making Rewired completely unusable. The best thing to do in this case is to change the Asset Serialization Mode to "Mixed" or "Force Text" and re-import Rewired. If that's not possible or you don't want to have to wait for all your assets to be re-imported in the new serialization mode, import the Rewired asset twice in a row (do not delete the Rewired folder after the first import). The serialized data should be intact after the second import.

-

This bug has been reported to Unity. They have been able to reproduce it and have sent it to the developers for resolution. No ETA was given.

-

Last tested version: Unity 5.3.5f0

-

Please note that this is a Unity bug and can affect any asset. This is not an issue with Rewired.

-

 

-
-

Serialized data corruption after upgrading Unity

-

Unity's data serializer has bugs which can cause serialized data in scenes and prefabs to become corrupt after upgrading Unity and allowing it to re-import the assets. This normally seems to happen with serialized strings. If you've recently upgraded Unity and you start seeing weird errors or warnings logged about Actions missing that have long nonsense string names, your serialized data may have been corrupted in Unity. There is no way to fix this other than to restore a backup. For this and many other reasons, it's imperative that you back up your project before upgrading Unity.

-

Please note that this is a Unity bug and can affect any asset. This is not an issue with Rewired.

-

 

-
-

Installer error in Rewired 1.1.8.1

-

Rewired 1.1.8.1 shipped with a bug that causes the installer to report an error upon installation in Unity 4.x and 5.x. Unity 2017 doesn't appear to have this issue.

-

Changes were made to the installer system in 1.1.8.1 to use a folder GUID to locate the Rewired folder. Rewired has to be able to determine the path of the main Rewired folder so it can handle file management (installing addons, documentation, etc.) Rewired previously used Rewired_Core.dll as a fixed locator to find the main Rewired folder. Some users wanted to be able to move the Rewired_Core.dll to another location, but doing so before would cause Rewired's editor scripts to fail because Rewired could no longer find its main folder. A change was made in 1.1.8.1 to use the GUID of the Rewired/Internal folder to locate the Rewired folder instead. However, Unity 4.x and 5.x do not preserve the GUID of folders in the Unitypackage making this new technique completely fail. Rewired 1.1.8.2 corrects this error.

-

Workaround Instructions:

-
    -
  • First, enable visible meta files. - - This is done by selecting Edit->Project Settings->Editor in the application menu and enabling External Version Control support by selecting Visible Meta Files in the dropdown for Version Control.
    -
  • -
  • Next, open Assets/Rewired/Internal.meta in a text editor.
  • -
  • Change the GUID in the .meta file to:
    - 8cdcfdd141b51d5458f981aaf449fd9f
  • -
  • You may need to quit and restart the Unity editor for the change to take effect.
  • -
-

 

-
-

IL2CPP: _p0_marshaled': undeclared identifier error on Unity 5.3.2p1, 5.3.2p2

-

Unity's 5.3.2p1 patch introduced a new IL2CPP error when building Rewired_Core.dll. This affects all platforms that use IL2CPP including iOS and Windows 10 Universal (IL2CPP scripting backend).

-

This is not an error in Rewired and there is no workaround for it. The only solution is to revert back to Unity version 5.3.2f1. Unity has announced the bug will be fixed in 5.3.2p3. More details can be found here.

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-

Compiler error in 5.1.2 patch releases

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Unity made an undocumented breaking change to UnityEngine.EventSystems.PointerInputModule.GetMousePointerEventData(). It now requires int id to be passed. This cannot be fixed automatically in my code until Unity 5.1.3 is released because there is no way to detect a patch version before compile.

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More information and a patch:
- https://forum.unity3d.com/threads/rewired-advanced-input-for-unity.270693/page-20#post-2216921

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-

InputManager_Base.Update generates 17 bytes of GC Alloc per frame in the Profiler

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This is normal and unavoidable and only happens in the UnityEditor. It is due to a bug/change in Unity 2017.

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The InputManager.cs script included in the project calls UnityEditor.EditorApplication.isCompiling every frame in the Editor. This call generates a 17 byte memory allocation every time. This does not generate garbage in Unity 4 or 5 but does in Unity 2017.

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This call is required to be able to detect when the Editor is compiling for various needs in the Editor. Again, it happens only in the Unity Editor, not in builds. Rewired generates zero garbage per frame in the normal loop (apart from doing things like control remapping, etc.)
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Android:

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Remotes are not detected (Nexus Player, Amazon Fire TV, Razer Forge TV, etc.)

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These remotes may not work on versions of Unity 5.02 or greater. Unity introduced a new bug in this version that makes the remote appear with a NULL name in the Input.GetJoystickNames array, which also happens to be used to fill the array entry when a controller is no longer connected. There is no way to identify these remotes because of this. The bug still exists as of 5.3.4f1. It has been reported and this information will be updated if a fix is issued.

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The remotes will however still return keycodes through UnityEngine.Input. Most remotes use the keyboard arrow keycodes for movement. In addition, there are various workarounds possible using Custom Controllers such as shown in the following code example:

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// Copyright (c) 2016 Augie R. Maddox, Guavaman Enterprises. All rights reserved.
-
-/*  Unity has a significant bug that prevents remotes from being recognized and handled as joysticks in Rewired.
-    Therefore, the only workaround is to read the remote as (mostly) keyboard keys through UnityEngine.Input
-    directly and feed this input to a Custom Controller. This script will read keyboard keys and
-    Joystick Button 0 (on all joysticks) to determine the values to feed into the Custom Controller.
-    
-    To Use:
-    1. Create a gameobject in the scene and assign this component to it and set the Player Id in the inspector.
-    2. Create a Custom Controller in the Rewired Input Manager with 8 buttons and 0 axes.
-    3. Asssign the Custom Controller to your Player and give it the tag "AndroidRemote".
-    4. Create a Custom Controller Map assigning Actions to each button.
-    5. Assign the map to your Player.
-
-    The element order is as follows:
-    Button 0 = Up
-    Button 1 = Down
-    Button 2 = Left
-    Button 3 = Right
-    Button 4 = Center button
-    Button 5 = Back button
-    Button 6 = Menu button
-    Button 7 = Select button
-*/
-
-using UnityEngine;
-using System;
-using Rewired;
-
-public class RewiredCustomController_AndroidRemote : MonoBehaviour {
-
-    public int playerId;
-    private const string controllerTag = "AndroidRemote";
-
-    private const int buttonCount = 8;
-    private const int axisCount = 0;
-
-    private Rewired.CustomController controller;
-
-    [NonSerialized] // Don't serialize this so the value is lost on an editor script recompile.
-    private bool initialized;
-
-    private void Awake() {
-        Initialize();
-    }
-
-    private void Initialize() {
-#if UNITY_ANDROID
-
-        // Find the controller we want to manage
-        Rewired.Player player = Rewired.ReInput.players.GetPlayer(playerId); // get the player
-        controller = player.controllers.GetControllerWithTag(controllerTag); // get the controller
-        if(controller == null) {
-            Debug.LogError("A matching controller was not found for tag \"" + controllerTag + "\"");
-            return;
-        }
-
-        // Verify controller has the number of elements we're expecting
-        if(controller.buttonCount != buttonCount || controller.axisCount != axisCount) { // controller has wrong number of elements
-            Debug.LogError("Controller has wrong number of elements!");
-            return;
-        }
-
-        // Subscribe to the input source update event so we can update our source element data before controllers are updated
-        Rewired.ReInput.InputSourceUpdateEvent += OnInputSourceUpdate;
-        
-#endif
-
-        initialized = true;
-    }
-
-#if UNITY_EDITOR
-    // This is just to handle re-initialization in the editor when recompiling at runtime
-    private void Update() {
-        if(!Rewired.ReInput.isReady) return; // Exit if Rewired isn't ready. This would only happen during a script recompile in the editor.
-        if(!initialized) Initialize(); // Reinitialize after a recompile in the editor
-    }
-#endif
-
-    private void OnInputSourceUpdate() {
-        GetSourceButtonValues();
-    }
-
-    private void GetSourceButtonValues() {
-        // Get values from the keyboard and joysticks
-        controller.SetButtonValue(0, Input.GetKey(KeyCode.UpArrow));
-        controller.SetButtonValue(1, Input.GetKey(KeyCode.DownArrow));
-        controller.SetButtonValue(2, Input.GetKey(KeyCode.LeftArrow));
-        controller.SetButtonValue(3, Input.GetKey(KeyCode.RightArrow));
-        controller.SetButtonValue(4, Input.GetKey(KeyCode.JoystickButton0)); // Center button - Must use Joystick Button 0 on ALL joysticks because there's no way to know which joystick if any is the remote because of Unity's bug!
-        controller.SetButtonValue(5, Input.GetKey(KeyCode.Escape)); // Back
-        controller.SetButtonValue(6, Input.GetKey(KeyCode.Menu)); // Menu
-        controller.SetButtonValue(7, Input.GetKey(KeyCode.KeypadEnter)); // Select
-    }
-}
-
-

-
-

-

Joysticks do not send connect/disconnect events, multiple joysticks appear when the same joystick is unplugged and re-plugged

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Unity introduced new bugs in Unity 5.5.0 that cause joysticks to not disappear on disconnect and create new additional joysticks every re-connect. This bug was fixed in 5.5.2p2 and 5.6.0b6. Upgrade to any Unity version after those and the issue will not be present.

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-

IL2CPP: Editor crashes or takes a very long time to compile or stalls forever

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A bug in Android NDK r13b causes compilation to take an extremely long time or stall forever. The only solution to this bug is to update to a newer version of Rewired or the NDK.

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The NDK bug is known to affect these versions of Rewired:

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    -
  • 1.1.12.1
  • -
  • 1.1.13.0
  • -
-

Rewired 1.1.14.0+ is known to work correctly.

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-

 

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iOS / tvOS

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Gamepad Pause button and Siri Remote Menu button don't work

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This is a Unity bug. They introduced this bug when they added support for iOS 13. This bug affects various versions of Unity 2018.4, 2019.2, 2019.3, and 2020.1. This bug was fixed in the 2018.4, 2019.3, and 2020.1 branches. The bug tracker can be found here.

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The easiest way to fix this problem is to update Unity to a version that contains the fix. If you are using a version of Unity that was not updated and you do not want to update it, see these messages for a workaround:
- https://forum.unity.com/threads/rewired-advanced-input-for-unity.270693/page-119#post-5430810
- https://forum.unity.com/threads/rewired-advanced-input-for-unity.270693/page-119#post-5438304

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-

iOS/tvOS 13: Gamepad left stick X doesn't work

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This is a Unity bug. They introduced this bug when they added support for iOS 13. This bug affects various versions of Unity 2018.4, 2019.2, 2019.3, and 2020.1

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Edit the iPhone_Sensors.mm file generated by Unity in the Xcode project:
- https://forum.unity.com/threads/rewired-advanced-input-for-unity.270693/page-119#post-5438304

-

 

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-

 

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Xbox One

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Controller connections and disconnections do not work

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There have been reports of controller connections and disconnections not working on Xbox One builds in Unity 2017.3. This issue is not with Rewired but with the underlying Unity Xbox One input event used to detect controller connections and disconnections. Apparently, Unity's Build and Run with Push method makes any - build consecutive to the first one exhibit broken controller connections. Changing build method to Package seems to make the game build properly.
-

-

 

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-

 

-

SDL2:

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OSX - Editor does not support haptic feedback

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Due to a bug in SDL/Unity that causes an editor crash when enabled, haptic feedback (vibration) is not supported in the OSX Editor.

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Note: This issue only applies if SDL2 is selected as the input source for OSX Standalone builds.

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-
-

OSX - XBox 360 Controller does not support vibration

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SDL2 does not provide vibration support for the XBox 360 Controller on OSX.

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Note: This issue only applies if SDL2 is selected as the input source for OSX Standalone builds.

-

 

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-

Windows - XBox 360 Controller does not allow independent control of vibration motors

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SDL2's haptic feedback system only accounts for a single motor for rumble devices.

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Note: This issue only applies if SDL2 is selected as the input source for Windows Standalone builds.

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-

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-

-

Steam

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Windows - Tab and Shift keys get stuck on after opening Steam overlay using the keyboard

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When opening the Steam overlay with Shift + Tab key combination, the Shift and Tab keys will remain stuck on forever until the user presses each of these keys to release them.

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This is due to the fact that Rewired uses Raw Input for keyboard input. Steam does not forward the Raw Input key up events for these keys to the application when the overlay is opened, therefore Rewired cannot know that these keys were ever released.

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The only workaround at present is to disable Native Keyboard Handling in Rewired Editor -> Settings -> Windows. This makes Rewired use Unity input for the keyboard input source. Unity input does not have this issue because it uses the older Windows keyboard API and Steam does forward the messages using this older API.

- - -
- -
- -
-
- - - - diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/KnownIssues.html.meta b/Assets/ThirdParty/Rewired/Documentation/Html/KnownIssues.html.meta deleted file mode 100644 index 48bacae40..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/KnownIssues.html.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 2b8403da6dee50e498be441d8615647e -TextScriptImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/LayoutManager.html b/Assets/ThirdParty/Rewired/Documentation/Html/LayoutManager.html deleted file mode 100644 index bcab9e71e..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/LayoutManager.html +++ /dev/null @@ -1,291 +0,0 @@ - - - - - -Rewired Documentation | Layout Manager - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - -
- - - -
- - - - - - - -
- - -

- Layout Manager -

- - - -

Layout Manager can be used to manage loading and unloading of Controller Maps in a Player to force the specified Layouts to be used. This can be used to make specific Controller Maps be loaded in a Player with specific Layouts, for example when changing Controller Maps for a "Left-Handed" input scheme. These settings will persist and be inherited by new Controllers assigned to the Player based on your rules. This will enforce a single Layout per managed Map Category be loaded in the Player. Layout Manager cannot manage mutliple simultaneous Layouts in the same Map Category being loaded in the Player.

-

This does not manage enabled state of the Controller Maps. It only manages loading and unloading of Controller Maps. See Map Enabler to manage Controller Map enabled states. Normally, you would use both systems together.

-

How it Works:

-

Layout Manager Diagram

-

 

-
    -
  1. Each Player has its own Layout Manager that can be used to manage the Controller Maps for that Player.
  2. -
  3. The Layout Manager contains a list of Rule Sets.
  4. -
  5. Each Rule Set contains a list of Rules which determine what Controller Maps are to be loaded and/or unloaded.
  6. -
  7. When Apply is called on the Layout Manager (manually or when certain things happen such as when assigning a Controller to a Player), all Rules in all enabled Rule Sets are processed one at a time in order. Controller Maps for the matching Controllers are unloaded or loaded as needed to comply with each Rule.
  8. -
-

Tips:

-
    -
  • Rule Sets can be disabled so the Rules contained within are ignored when Apply is called.
  • -
  • MapEnabler.Apply is called in the Player automatically every time Apply is called in the Layout Manager to make sure newly loaded Controller Maps are enabled or disabled as required.
  • -
  • Only Controller Maps that are matched by one or more Rule in an enabled Rule Set will be managed. Any other Controller Maps in the Player will be unmanaged.
  • -
  • One way of working with Rule Sets is to split up your Rules into many single-purpose Rule Sets, assign all the Rule Sets to your Player, starting them disabled, and selectively enable combinations of groups of Rule Sets to achieve different modes.
  • -
  • Another way of working with Rule Sets is to stack many Rules into a Rule Set definining an entire mode in one Rule Set and just enable or swap out the Rule Set.
  • -
  • If a Rule designates that maps for a Controller should be loaded in a specific Map Category and Layout but no Controller Map is found that matches those settings, a blank Controller Map with that Map Category and Layout will be created, resulting in no input through that Controller Map. For example, if you create a "Left-Handed" Layout for Joysticks in the "Default" Map Category, you should create a "Default", "Left-Handed" Controller Map for every Joystick you want to support (Controller Template Maps can be used to cover all the Controllers to which they apply.)
  • -
  • Do not assign multple Controller Maps in the same Map Category but different Layouts to the Player if those Controller Maps are to be managed by Layout Manager. Layout Manager will keep only one Controller Map loaded per Controller, per Map Category if that Controller Map is managed.
  • -
  • Layout Manager works in conjuction with Map Enabler. It's recommended you use both systems together to manage both Layouts and Controller Map enabled states.
  • - -
  • The Layout Manager must be enabled or it will not manage Layouts. The Layout Manager can be enabled and disabled from a script at runtime or on start from the Rewired Editor - Players page.
  • -
  • The Load From User Data Store setting in the Layout Manager (set in the Rewired Editor or via scripting) determines whether loaded Controller Maps should first search the UserDataStore before loading from the Rewired Input Manager defaults. This allows saved user mappings created by Control Mapper or other custom control mapping systems to be loaded by Layout Manager when loading Controller Maps. Note that the UserDataStore implementation must implement the Rewired.Interfaces.IControllerMapStore interface in order for this to function.
  • -
  • After changing Rule Sets or Rules in the Layout Manager, you should call LayoutManager.Apply to make these changes commit to the Player's Controller Maps.
  • -
  • MapEnabler.Apply is called in the Player automatically every time Apply is called in the Layout Manager to make sure newly loaded Controller Maps are enabled or disabled as required. (The opposite is not true.)
  • -
-

Accessing from Scripts:

-
player.controllers.maps.layoutManager
-

Rule Sets:

-

A Rule Set is a collection of Rules.

-

Creating Rule Sets:

-

Rule Sets can be created in the Rewired Editor or created at runtime via scripting.

-

Creating Rule Sets in the Rewired Editor:

-

Rule Sets can be created in the Rewired Editor on the Layout Manager Rules page. After creating the Rule Sets, you must assign them to Players on the Players page or they will not be used.

-

Alternately, Rule Sets created in the Rewired Editor can be loaded via scripting and added to the Player's Layout Manager as follows:

- -
-// Load an instance of the Rule Set
-var ruleSet = ReInput.mapping.GetControllerMapLayoutManagerRuleSetInstance(ruleSetId);
-
-// Add the Rule Set to the Player's Layout Manager
-player.controllers.maps.layoutManager.ruleSets.Add(ruleSet);
-
-// Apply the changes to the Player's Controller Maps
-player.controllers.maps.layoutManager.Apply(); 
- -

Rule Sets created in the Rewired Editor are instantiated per-Player on initialization. They are not shared among Players. A Rule Set can be modified at runtime on one Player and that change will not be reflected in the Rule Sets owned by other Players.

-

Creating Rule Sets via Scripting:

-

Rule Sets can be created and assigned at runtime.

-

This example shows creating two Layout Manager Rule Sets that could be used to switch between the "Default" Layout and the "Leftie" Layout for Joysticks in the Map Categories "GameplayShared", "Airplane", and "Infantry." All other Controller Maps for other Controllers are unmanaged in this example and will not be affected by the Layout Manager.

-
-private ControllerMapLayoutManager.RuleSet layoutManager_joysticks_default = new ControllerMapLayoutManager.RuleSet() {
-
-    // Enable the Rule Set. This is unnecessary since Rule Sets start enabled by default.
-    enabled = true,
-
-    // Create a tag if you want to find this Rule Set via scripting in the list
-    tag = "default",
-
-    // Create the list of Rules for this Rule Set
-    rules = {
-
-        // Load Default Layout for GameplayShared, Airplane, and Infantry categories in all Joysticks
-        new ControllerMapLayoutManager.Rule() {
-
-            // Create the Controller Set Selector to determine which Controller(s) this applies to
-            controllerSetSelector = ControllerSetSelector.SelectControllerType(ControllerType.Joystick),
-
-            // Set which Map Catetories of the Controller Maps to be loaded
-            categoryNames = new[] { "GameplayShared", "Airplane", "Infantry" },
-
-            // Set the Layout of the Controller Maps to be loaded
-            layoutName = "Default"
-        }
-    }
-};
-
-private ControllerMapLayoutManager.RuleSet layoutManager_joysticks_leftie = new ControllerMapLayoutManager.RuleSet() {
-
-    tag = "leftie",
-    rules = {
-
-        // Load Leftie Layout for GameplayShared, Airplane, and Infantry categories in all Joysticks
-        new ControllerMapLayoutManager.Rule() {
-            controllerSetSelector = ControllerSetSelector.SelectControllerType(ControllerType.Joystick),
-            categoryNames = new[] { "GameplayShared", "Airplane", "Infantry" },
-            layoutName = "Leftie"
-        }
-    }
-};
-

Enabling and disabling Rule Sets:

-

Rule Sets can be enabled and disabled to control whether they are evaluated or not when ControllerMapLayoutManager.Apply is called or whenever rules are evaluated.

-

ControllerMapLayoutManager.ruleSets contains a List<ControllerMapLayoutManager.RuleSet> which can be searched and modified like any other generic list. Find the Rule Set(s) you want to change the enabled state on, change the state, then call ControllerMapLayoutManager.Apply to evaluate the rules and apply the changes to the Player's Controller Maps.

-
// Disable all Rule Sets
-foreach(var ruleSet in player.controllers.maps.layoutManager.ruleSets) {
-    ruleSet.enabled = false;
-}
-
-// Enable the Rule Set with the tag "leftie"
-player.controllers.maps.layoutManager.ruleSets.Find(item => item.tag == "leftie").enabled = true;
-
-// Apply the changes to the Player's Controller Maps
-player.controllers.maps.layoutManager.Apply();
-

Rules:

-

Rules are individual commands that are evaluated and applied to all matching Controller Maps in the Player to determine which Controller Maps should be loaded or removed. Each Rule in a Rule Set is evaluated in sequence.

-

Rules contain 3 pieces of information:

-
    -
  1. Controller Selector - Determines which Controller(s) the Rule applies to. Only Controller Maps for the specific Controller(s) will be managed by this Rule.
  2. -
  3. Categories - Determines which Map Categories are managed by this Rule.
  4. -
  5. Layout - Determines the Layout of the Controller Map(s) to load / maintain.
  6. -
-

When Layout Manager evaluates the Rules, for the specified Controller(s), it will unload any Controller Maps in Map Categories that match the specified Catgories in the Rule but do not match the specified Layout in the Rule. Then it will load Controller Maps in the specified Map Categories in the specified Layout.

-

Rules can be created in the Rewired Editor on the Layout Manager Rules page or created at runtime via scripting.

-

FAQ:

-

Q: Can I select a Rule Set or Rule at runtime using the Id instead of a Tag?

-

A: The Id cannot be used to select a Rule Set or Rule in a Player at runtime. Rule Sets can be defined entirely in code and can also be duplicated at runtime, in which case they would not have an id that would correspond to the other Rule Set definitions that exist in the Rewired Input Manager.

-

The Id constant which can be exported for rule sets exists only for the purpose of instantiating that Rule Set (loading it from the Rewired Input Manager) into a Player. That is not a common thing to do since most of the time you will assign these Rule Sets to your Player in the Rewired Editor and they will be loaded for you when the application starts. Once the application starts, Rule Sets are instantiated for each Player, after which point they have no connection anymore to the parent Rule Set definition from which they came.

-

API Reference:

- - - - -
- -
- -
-
- - - - diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/LayoutManager.html.meta b/Assets/ThirdParty/Rewired/Documentation/Html/LayoutManager.html.meta deleted file mode 100644 index 331f52394..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/LayoutManager.html.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: ecdc6a8dbccd36e408d5ce5c01b60ca8 -TextScriptImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/Layouts.html b/Assets/ThirdParty/Rewired/Documentation/Html/Layouts.html deleted file mode 100644 index 4351302ad..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/Layouts.html +++ /dev/null @@ -1,180 +0,0 @@ - - - - - -Rewired Documentation | Layouts - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - -
- - - -
- - - - - - - -
- - -

- Layouts - -

- - - -

Layouts are the second level of categorization of Controller Maps. Each Controller Map belongs to one Map Category and one Layout. The combination of the two serves to identify the Controller Map when selecting a Controller Map in the Rewired Editor or from the API.

-

Layouts are specific to each controller type and are not shared by all controller types as Map Categories are.

-

A Layout simply provides a way to retrieve a particular Controller Map in a particular Map Category. All modification, enabling/disabling, and other processes are done on the Controller Map, not the Layout. You could think of a Layout a sort of a tag -- it helps you get the Controller Map you want to work with in the right Map Category. To learn about working with Controller Maps, see the Controller Maps page.

-

One possible use of a Layout would be to have alternate map layouts for a controller. For example, you may have several pre-defined alternate controller layouts such as: Default, Inverted, Leftie, Classic, etc. You could choose to load a specific layout based on the player's choice.

-

Layouts could also be used as simply another categorization level. For example, for a shared controller such as the keyboard, it may be useful to have specific layouts for each player. Your Map Categories could be Default, System, Menu, Infantry, Vehicle, etc. to organize your maps by game mode, while your layouts could be System, Player0, Player1, Player2, etc., to further organize your maps by player.

-

For any controller type, only one Controller Map may exist in a specific Map Category and Layout.

-

Creating and Editing Layouts:

-

Rewired Editor - Joystick Layouts
- Rewired Editor - Keyboard Layouts
- Rewired Editor - Mouse Layouts
- Rewired Editor - Custom Controller Layouts

-

Changing between Controller Maps in different Layouts at runtime:

-

Controller Maps in a Player can be managed manually, or by using Layout Manager, a system that assists in managing Controller Maps by Layout.

- - -
- -
- -
-
- - - - diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/Layouts.html.meta b/Assets/ThirdParty/Rewired/Documentation/Html/Layouts.html.meta deleted file mode 100644 index 4e971973a..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/Layouts.html.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 13709ad3ac2694044957cd437146235f -TextScriptImporter: - userData: diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/Localization.html b/Assets/ThirdParty/Rewired/Documentation/Html/Localization.html deleted file mode 100644 index 47dee7609..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/Localization.html +++ /dev/null @@ -1,260 +0,0 @@ - - - - - -Rewired Documentation | Localization - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - -
- - - -
- - - - - - - -
- - -

- Localization - -

- - - -

As of version 1.1.56.0, Rewired includes a localization system can be used to display localized names for controllers, controller elements, Actions, Action Categories, Map Categories, and other things. Anywhere a name is returned in the API, it will return a localized name if available.

-

Contents

- -

 

-
-

Quick Setup

-

Add the Localized String Provider component to the Rewired Input Manager (or a child object) by selecting the Game Object and from the menu:

-
    -
  • Component -> Rewired -> Localization ->Localized String Provider
    -
  • -
-

Create a JSON file with the keys and localized strings and assign it in the inspector. See Key Format and Exporting JSON keys for more information on how to create the JSON file.

-

 

-
-

Namespace

-

All Localization-related classes are in the Rewired.Localization namespace.

-
using Rewired.Localization;
-

 

-
-

Important Classes

-
    -
  • ReInput.LocalizationHelper - Provides access to all localization-related members. Access via ReInput.localization.
  • -
-

 

-
-

Localized String Provider

-

The localized string provider is responsible for performing a string key lookup and returning a localized string. A localized string provider is required to use the localization system.

-

Any class that implements Rewired.Interfaces.ILocalizedStringProvider can be used as the localized string provider by assigning it to ReInput.localization.localizedStringProvider. The LocalizedStringProviderBase component implements this interface and sets itself as the localized string provider in OnEnable. (The localized string provider should always null the ReInput.localization.localizedStringProvider property when no longer needed, usually in OnDisable.)

-

LocalizedStringProvider

-

The LocalizedStringProvider component is the default implementation of a localized string provider.

-

Add the Localized STring Provider component to the Rewired Input Manager (or a child object) by selecting the Game Object and from the menu:

-
    -
  • Component -> Rewired -> Localization -> Localized String Provider
  • -
-

Inspector

-

Localized String Provider inspector

- - - - - - - - - -
Prefetch

Determines if localized strings should be fetched immediately in bulk when available. If false, localized strings will be fetched when queried.

-

By default, localized strings are fetched on an as-needed basis. That is, no key lookup is done until the localized string is first displayed. If you want all keys for connected devices to be loaded in bulk, set prefetch to true in the inspector, or in code, ReInput.localizedStringProvider.prefetch = true. Controllers that are not presently connected cannot have their localized strings prefetched, but if prefetch is enabled, all localized strings for that controller will be fetched when it is connected.

Localized Strings File

A JSON file containing localizied string key value pairs.
-

-

-

Caching

-

Localized strings are cached when returned from the localized string provider. This prevents wasting CPU resources by constantly doing expensive string key lookups. The localized string cache can be cleared by calling ReInput.localization.Reload. The cache will also be cleared automatically after setting a new localized string provider.

-

Changing Localized Strings at Runtime

-

You might want to create a different set of localized strings for different languages.

-

You can set the LocalizedStringProvider.localizedStringsFile property to load a new set of localized strings.

-

You can also replace the Localized String Provider and all cached strings will be cleared automatically. Just set ReInput.localization.localizedStringProvider to your new provider.

-

 

-
-

Key Format

-

The Localization system and the Glyph system share the same keys, so all the information in the glyphs documentation on this topic applies to Localization as well. To avoid duplication of documentation, please read the the Key Format section of the Glyphs documentation first.

-

Beyond controllers and controller elements covered in the Glyphs documentation, a number of additional names can be localized.

-

All keys can be exported from the Rewired Editor -> Tools page.

-

Note: The [brackets] below are not part of the key. Items in brackets represent a variable value.

-

Additional Localization Keys:

-

Each of these keys can be defined in the Rewired Editor.

- - - - - - - - - - - - - - - - - - - - - -
player/[key]

A Player name.

action/[key]

An Action name, or the name of one pole of an Action (pos/neg).

action/category/[key]An Action Category name.
controller_map/category/[key]A Controller Map Category name.
controller_map/layout/[key]A Controller Map Layout name.
-


-

-

 

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- -
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- - - - diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/Localization.html.meta b/Assets/ThirdParty/Rewired/Documentation/Html/Localization.html.meta deleted file mode 100644 index 7673483e5..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/Localization.html.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 8a79864d61591a04b8cdd606c4cd293a -TextScriptImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/MapCategories.html b/Assets/ThirdParty/Rewired/Documentation/Html/MapCategories.html deleted file mode 100644 index 049184d59..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/MapCategories.html +++ /dev/null @@ -1,174 +0,0 @@ - - - - - -Rewired Documentation | Map Categories - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - -
- - - -
- - - - - - - -
- - -

- Map Categories - -

- - - -

Map Categories are the first level of categorization of Controller Maps. Each Controller Map belongs to one Map Category and one Layout. The combination of the two serves to identify the Controller Map when selecting a Controller Map in the Rewired Editor or from the API.

-

Unlike Layouts, all types of controller maps share the same set of Map Categories.

-

Depending on your game's design, you may choose to use Map Categories for a variety of purposes. One example use would be for a game that has multiple different game modes. In such a game, Map Categories can help you organize controls for your different game modes easier. For example, if you have the following categories each of which correspond to a different game mode: System, Menu, Gameplay Shared, Infantry, Vehicle, Airplane. This allows you to have different control mappings for each game mode. You can use the category to determine which maps should be enabled/disabled when you change your game mode, for example going to the menu screen or getting on/out of a vehicle.

-

When creating user control assignment screens, you can use the "User Assignable" flag to help determine which categories to display to the user. For example, if your System category contains controls reserved for the system (Save, Load, Exit, etc), you may not want the user to be able to re-assign these. If that's the case, uncheck "User Assignable" and then check for this flag in your mapping screen code. (Some example mapping screen code is included in the Rewired/Examples directory.) Controls in non-user-assignable categories can also be locked from change during assignment conflict checking.

-

Category selective conflict checking - choose to conflict check some categories with other categories, but not necessarily in both directions. (Useful for complex stacked map setups). To choose which categories the current category should conflict check against, uncheck "Check Conflicts With All" and add categories to "Check Conflicts With Specific Categories."

-

Creating and Editing Map Categories:

-

Rewired Editor - Map Categories

- - -
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- - - - diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/MapCategories.html.meta b/Assets/ThirdParty/Rewired/Documentation/Html/MapCategories.html.meta deleted file mode 100644 index 2b49fdc00..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/MapCategories.html.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: bb96752bd425da643b692c3c55acde63 -TextScriptImporter: - userData: diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/MapEnabler.html b/Assets/ThirdParty/Rewired/Documentation/Html/MapEnabler.html deleted file mode 100644 index a0b442bff..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/MapEnabler.html +++ /dev/null @@ -1,299 +0,0 @@ - - - - - -Rewired Documentation | Map Enabler - - - - - - - - - - - - - - - - - - - - - - - - - - -
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- Map Enabler -

- - - -

Map Enabler enforces persistent enabled states on Controller Maps in a Player. This can be used to make specific Controller Maps be enabled or disabled in a Player, for example when changing game modes that require different input schemes. These settings will persist and be inherited by new Controllers assigned to the Player based on your rules. Enabled states will be sync'd when new Controllers are added, when Controller Maps are loaded, etc.

-

See Layout Manager to manage Controller Map Layouts.

-

How it Works:

-

Map Enabler Diagram

-

 

-
    -
  1. Each Player has its own Map Enabler that can be used to manage the Controller Maps for that Player.
  2. -
  3. The Map Enabler contains a list of Rule Sets.
  4. -
  5. Each Rule Set contains a list of Rules which determine what Controller Maps are to be enabled or disabled.
  6. -
  7. When Apply is called on the Map Enabler (manually or when certain things happen such as when assigning a Controller to a Player or loading Controller Maps), all Rules in all enabled Rule Sets are processed one at a time in order. Controller Maps for the matching Controllers are enabled or disabled to comply with each Rule.
  8. -
-

Tips:

-
    -
  • Rule Sets can be disabled so the Rules contained within are ignored when Apply is called.
  • -
  • Only Controller Maps that are matched by one or more Rule in an enabled Rule Set will be managed. Any other Controller Maps in the Player will be unmanaged.
  • -
  • Controller Maps managed by Map Enabler must already be loaded in the Player. Map Enabler does not load or unload any Controller Maps. It only changes the enabled state on already-loaded Controller Maps or on Controller Maps at the time they are loaded in the Player.
  • -
  • One way of working with Rule Sets is to split up your Rules into many single-purpose Rule Sets, assign all the Rule Sets to your Player, starting them disabled, and selectively enable combinations of groups of Rule Sets to achieve different modes.
  • -
  • Another way of working with Rule Sets is to stack many Rules into a Rule Set definining an entire mode in one Rule Set and just enable or swap out the Rule Set.
  • -
  • You should not manually set enabled states -on Controller Maps that are managed by this class, but instead change enabled state settings by changing the Rule Sets and/or Rules and applying those changes to the Map Enabler.
  • -
  • Map Enabler works in conjuction with Layout Manager. It's recommended you use both systems together to manage both Layouts and Controller Map enabled states.
  • -
  • The Map Enabler must be enabled or it will not manage Controller Maps. The Map Enabler can be enabled and disabled from a script at runtime or on start from the Rewired Editor - Players page.
  • -
  • After changing Rule Sets or Rules in the Map Enabler, you should call MapEnabler.Apply to make these changes commit to the Player's Controller Maps.
  • -
  • MapEnabler.Apply is called in the Player automatically every time Apply is called in the Layout Manager to make sure newly loaded Controller Maps are enabled or disabled as required.
  • -
-

Accessing from Scripts:

-
player.controllers.maps.mapEnabler
-
-

Rule Sets:

-

A Rule Set is a collection of Rules.

-

Creating Rule Sets:

-

Rule Sets can be created in the Rewired Editor or created at runtime via scripting.

-

Creating Rule Sets in the Rewired Editor:

-

Rule Sets can be created in the Rewired Editor on the Map Enabler Rules page. After creating the rules, you must assign them to Players on the Players page or they will not be used.

-

Alternately, Rule Sets created in the Rewired Editor can be loaded via scripting and added to the Player's Map Enabler as follows:

- -
-// Create an instance of a Rule Set defined in the Rewired Editor
-var ruleSet = ReInput.mapping.GetControllerMapEnablerRuleSetInstance(ruleSetId);
-
-// Add the Rule Set to the Player's Map Enabler
-player.controllers.maps.mapEnabler.ruleSets.Add(ruleSet);
-
-// Apply the changes to the Player's Controller Maps
-player.controllers.maps.mapEnabler.Apply(); 
-

Rule Sets created in the Rewired Editor are instantiated per-Player on initialization. They are not shared among Players. A Rule Set can be modified at runtime on one Player and that change will not be reflected in the Rule Sets owned by other Players.

-

Creating Rule Sets via Scripting:

-

Rule Sets can be created and assigned at runtime.

-

This example shows creating two Rule Sets.

-
-// Exclusively enables Controller Maps in the "GameplayShared" and "Infantry" categories for all Controllers
-private ControllerMapEnabler.RuleSet mapEnabler_default = new ControllerMapEnabler.RuleSet() {
-
-    // Enable the Rule Set. This is unnecessary since Rule Sets start enabled by default.
-    enabled = true,
-
-    // Create a tag if you want to find this Rule Set via scripting in the list
-    tag = "default",
-
-    // Create the list of Rules for this Rule Set
-    rules = {
-
-        // First disable all Controller Maps for all Controllers
-        new ControllerMapEnabler.Rule() {
-            enable = false,
-            controllerSetSelector = ControllerSetSelector.SelectAll()
-        },
-
-        // Enable Controller Maps in the "GameplayShared" and "Infantry" categories in all Layouts for all Controllers
-        new ControllerMapEnabler.Rule() {
-            enable = true,
-            controllerSetSelector = ControllerSetSelector.SelectAll(),
-            categoryNames = new[] { "GameplayShared", "Infantry" }
-        }
-    }
-};
-
-// Exclusively enables Controller Maps in the "GameplayShared" category in the "Leftie" Layout for Joysticks only
-private ControllerMapEnabler.RuleSet mapEnabler_default_leftieJoystick = new ControllerMapEnabler.RuleSet() {
-
-    tag = "leftie_joystick",
-    rules = {
-
-        // First disable all Controller Maps for all Joysticks
-        new ControllerMapEnabler.Rule() {
-            enable = false,
-            controllerSetSelector = ControllerSetSelector.SelectControllerType(ControllerType.Joystick)
-        },
-
-        // Enable Controller Maps in the "GameplayShared" category in the "Leftie" Layout for all Joysticks
-        new ControllerMapEnabler.Rule() {
-            enable = true,
-            controllerSetSelector = ControllerSetSelector.SelectControllerType(ControllerType.Joystick),
-            categoryName = "GameplayShared",
-            layoutName = "Leftie"
-        }
-    }
-};
-

Enabling and disabling Rule Sets:

-

Rule Sets can be enabled and disabled to control whether they are evaluated or not when ControllerMapEnabler.Apply is called or whenever rules are evaluated.

-

ControllerMapEnabler.ruleSets contains a List<ControllerMapEnabler.RuleSet> which can be searched and modified like any other generic list. Find the Rule Set(s) you want to change the enabled state on, change the state, then call ControllerMapEnabler.Apply to evaluate the rules and apply the changes to the Player's Controller Maps.

-
// Disable all Rule Sets
-foreach(var ruleSet in player.controllers.maps.mapEnabler.ruleSets) {
-    ruleSet.enabled = false;
-}
-
-// Enable the Rule Set with the tag "UI"
-player.controllers.maps.mapEnabler.ruleSets.Find(item => item.tag == "UI").enabled = true;
-
-// Apply the changes to the Player's Controller Maps
-player.controllers.maps.mapEnabler.Apply();         
-

Rules:

-

Rules are individual commands that are evaluated and applied to all matching Controller Maps in the Player to determine which Controller Maps should be enabled or disabled. Each Rule in a Rule Set is evaluated in sequence.

-

Rules contain 4 pieces of information:

-
    -
  1. Controller Selector - Determines which Controller(s) the Rule applies to. Only Controller Maps for the specific Controller(s) will be managed by this Rule.
  2. -
  3. Categories - Determines which Controller Map(s) this Rule applies to by Map Category.
  4. -
  5. Layouts - Determines which Controller Map(s) this Rule applies to by Layout.
  6. -
  7. Enabled - Determines whether the Controller Map(s) should be enabled or disabled.
  8. -
-

When Map Enabler evaluates the Rules, for the specified Controller(s), it will enable or disable any Controller Maps in the Player that match the specified criteria in the Rule.

-

Rules can be created in the Rewired Editor on the Map Enabler Rules page or created at runtime via scripting.

-

FAQ:

-

Q: Can I select a Rule Set or Rule at runtime using the Id instead of a Tag?

-

A: The Id cannot be used to select a Rule Set or Rule in a Player at runtime. Rule Sets can be defined entirely in code and can also be duplicated at runtime, in which case they would not have an id that would correspond to the other Rule Set definitions that exist in the Rewired Input Manager.

-

The Id constant which can be exported for rule sets exists only for the purpose of instantiating that Rule Set (loading it from the Rewired Input Manager) into a Player. That is not a common thing to do since most of the time you will assign these Rule Sets to your Player in the Rewired Editor and they will be loaded for you when the application starts. Once the application starts, Rule Sets are instantiated for each Player, after which point they have no connection anymore to the parent Rule Set definition from which they came.

-

API Reference:

- - - - -
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- - - - diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/MapEnabler.html.meta b/Assets/ThirdParty/Rewired/Documentation/Html/MapEnabler.html.meta deleted file mode 100644 index 0fa359b45..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/MapEnabler.html.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 916f61e969405fe4e88b5ae194cff2ff -TextScriptImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/Overview.html b/Assets/ThirdParty/Rewired/Documentation/Html/Overview.html deleted file mode 100644 index eb7b2cd20..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/Overview.html +++ /dev/null @@ -1,416 +0,0 @@ - - - - - -Rewired Documentation | Overview - - - - - - - - - - - - - - - - - - - - - - - - - - -
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- - -

- Overview - -

- - - -

Rewired is an advanced input system for Unity with many powerful features.

-

Features:
-

-
    -
  • Works in Unity free and Pro.
  • -
  • Player-centric input system.
  • -
  • Full hot-plugging support on Windows, OSX, Linux, Windows 10 Universal, WebGL, Xbox One, Xbox Series S/X, PS4, PS5, and Nintendo Switch. (Other platforms depend on Unity's input system's support for hot-plugging on that platform.)
  • -
  • Extended native input support on several platforms.
  • -
  • Optional XInput support for Windows (mandatory for Windows 8 Store).
  • -
  • Fallback on Unity input for all other platforms. Most features still work.
  • -
  • Intelligent auto assignment and re-assignment of controllers to players on connect/disconnect with configurable options to tune the assignment to your needs.
  • -
  • Connect, pre-disconnect, and disconnect events.
  • -
  • Get input in Update, Fixed Update, and OnGUI -- you choose which loops update runs in, one or multiple as needed.
  • -
  • Customizable and saveable controller maps -- export mappings to XML or JSON and save how you choose (example included using PlayerPrefs, but save however you like.)
  • -
  • Included Control Mapper system using Unity GUI allows your players to rebind controls at runtime.
  • -
  • Display glyphs or text for controller elements for UI help. Create your own glyphs or use the included ones.
  • -
  • User-defined localization of all strings including controller and controller element names.
  • -
  • Unlimited mapping layouts per controller.
  • -
  • Controller Templates (see Controllers section).
  • -
  • Included on-screen touch controls for mobile platforms. (Unity 5.0+)
  • -
  • Editor GUI for creating Actions, Input Behaviors, Joystick/Keyboard/Mouse maps, categories, etc.
  • -
  • Editor GUI for creating and editing Joystick Hardware Maps (for adding new fully-supported joysticks).
  • -
  • Editor GUI for creating and editing Controller Templates (for adding new templates or adding new joysticks to a template).
  • -
  • Extremely versatile -- can be used for simple 1-player games all the way to highly complex multi-player games with complex mapping requirements. Gives the developer a high level of control and doesn't try to force you into a specific one-size-fits-all mold.
  • -
-

Controllers:
-

-
    -
  • Functional support for most USB and Bluetooth controllers [1] (see below).
  • -
  • Extended support for many game controllers of all types on numerous platforms.
  • -
  • Supported controllers are recognized on each platform and are fully mapable by element name and have standardized axis directions.
  • -
  • For any controller not included, you can map an Unknown controller which includes all possible buttons/axes on the platform (Windows 128 buttons & 32 axes, etc.) Regardless of whether you define a map for this, users will always be able to manually map every element on the controller. This means support for the vast majority of USB and Bluetooth controllers. [1]
  • -
  • Controller template system so you can either choose to create default maps for every controller you wish to explicitly support, or save time and just map the template. All controllers that use that template will be mapped automatically. Rewired comes with controller templates for gamepads, flight controllers, racing wheels, and 6-dof controllers. User can always map any remaining controller elements even if they're not defined on the template.
  • -
  • Named buttons and controller elements for supported controllers (for help messages and config screens).
  • -
  • Vibration (Windows, Windows 10 Universal, OSX, Linux, XBox One, Xbox Series S/X, PS4, PS5, and Nintendo Switch currently).
  • -
  • Advanced controller features such as vibration, touchpad, light, and gyro on the Sony DualShock 4 and DualSense controllers.
  • -
  • Custom Controllers - Any source can be used to drive the controller's element values. Custom Controllers can be used for on-screeen touch controllers and more.
  • -
-

Mapping:
-

-
    -
  • Powerful controller mapping system that allows you to create highly complex input schemes for any style of game.
  • -
  • Unlimited maps per controller, per Player.
  • -
  • Maps stack so you can have as many maps for each controller as you need. For example: If you have multiple game modes such as Infantry, Tank, Airplane, you can have shared controls on one map, and mode-specific controls each on its own map. You can have even more maps as needed: A Menu map for when you're in the menus, a system map for controls like Save/Load and Quit, multiple maps for different players on the keyboard, etc.
  • -
  • Enable / disable maps as needed, for example, when changing game modes.
  • -
  • A shared controller (the keyboard for example) can be mapped by any number of players with any number of maps.
  • -
  • All maps are owned by the player, so changes you make to one player's maps don't affect the others even if it's on the same controller.
  • -
  • Map axes to buttons and buttons to axes if you choose.
  • -
  • Split axes - allows you to map one pole of an axis to an action and the other pole to another action if you want.
  • -
  • Axis Contribution - you can choose how your button or axis affects the final Action's value. A button can generate positive or negative values on an Action's final axis value.
  • -
  • Save maps to XML or JSON.
  • -
-

Input:
-

-
    -
  • Standard Unity lingo: GetButton, GetButtonDown, GetAxis.
  • -
  • Poll for input as per Unity standard practice or use event-based input to get input without polling.
  • -
  • Input is handled through the Player class: player.GetAxis("actionName").
  • -
  • Get input directly from elements by index if necessary.
  • -
  • Get Action input by action name or action id.
  • -
  • Positive and negative buttons.
  • -
  • Double-press/click support with customizable timing.
  • -
  • GetButtonDown buffer -- allows you to make GetButtonDown respond for longer than a single frame to help with timing issues when user is pressing the button rapidly.
  • -
  • Keyboard modifier support - Map keyboard controls with up to 3 modifiers - Control, Alt, Shift, and Command (mac).
  • -
  • Axis calibration (min, max, zero, deadzone, sensitivity)
  • -
-

Players:
-

-
    -
  • Unlimited number of players.
  • -
  • Supports multiple controllers per player.
  • -
  • Convenient System player for handling system actions - Save, Load, etc.
  • -
  • Define starting maps for joystick, keyboard, and mouse per-player.
  • -
-

Actions:
-

-
    -
  • Define actions in the editor.
  • -
  • Action categories for organizational convenience.
  • -
  • Set user-assignable flag on an Action or Action Category to allow or prevent certain actions from showing up in lists (useful for mapping screens.)
  • -
-

Input Behaviors:
-

-
    -
  • Input Behaviors allow you to set options for digital axis simulation (sensitivity, gravity, etc.), how to handle mouse axes, a GetButtonDown buffer, button double press speed, button dead zone, and more.
  • -
  • Each Action is assigned an Input Behavior, so if you have many actions that need to behave the same way, you don't have to duplicate the information, just set them to use the same Input Behavior.
  • -
  • Per-player, and run-time modifiable.
  • -
  • Save to XML or JSON.
  • -
-

Map categories:
-

-
    -
  • Categorize your maps by any criteria you choose. For example: System, Menu, Gameplay Shared, Infantry, Vehicle, Airplane.
  • -
  • Set user-assignable flag on a category to allow or prevent user-assignment of certain controls (system controls should be protected from change, for example).
  • -
  • Category selective conflict checking - choose to conflict check some categories with other categories, but not necessarily in both directions. (Useful for complex stacked map setups).
  • -
-

Map Layouts:
-

-
    -
  • Multiple layouts per category. Allows you to have optional controller layouts.
  • -
-

Other:
-

-
    -
  • Input Manager is self-contained so you can actually have separate input managers for different levels if you choose with entirely different mappings, etc. (Not necessary but interesting!)
  • -
  • Functions for mapping conflict checking
  • -
  • Documentation
  • -
-

Performance:

-
    -
  • Rewired is fast, written in C#, and tuned for performace.
  • -
  • ZERO bytes of memory allocated per-frame during gameplay situations means no garbage collection overhead.* (Some allocations required during remapping).
    - * Fallback platforms have periodic very small allocations as it polls Input.GetJoystickNames() every second or two to detect joystick changes.
  • -
  • The vast majority of code is included in a DLL, so it won't slow down your script compilation during development.
  • -
-

Limitations:

-
    -
  • Rewired is not for those who want to make games with zero coding knowledge. Coding is required.
  • -
-

Requirements:

-
    -
  • Unity 4.3 or later, Free or Pro.
  • -
  • Unity 5.0 or later required for Control Mapper.
  • -
  • Unity 5.0 or later required for Glyphs.
  • -
  • Unity 5.0 or later required for WebGL native input and Touch Controls.
  • -
  • OSX 10.5 or later is required for the OSX Unity editor and OSX Standalone builds.
  • -
-

Tested Platforms:

-

Rewired has been tested on the following platforms. Others may work but have not been tested. The following table shows which platforms / scripting backends include native input libraries for enhanced reliability and feature support. All non-native platforms will run on top of Unity's input system and still provide most features.

-

For platforms using native libraries, the devices supported natively are listed below. If a device type is not listed such as "mouse", it is supported through the use of Unity's input system at the base but will still work as expected.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Platform.NET/Mono Scripting Backend

IL2CPP Scripting Backend

Windows Standalone 32-bit/64-bitNative
- (keyboard, mouse, controllers)
Native
- (keyboard, mouse, controllers)
Windows 10 Universal 32-bit/64-bitNative
- (controllers)
Native
- (controllers)
Windows Webplayer

Unity

--
OSX Standalone 32-bit/64-bit/UniversalNative
- (controllers)
Native
- (controllers)
OSX WebplayerUnity--
Linux [3]Native
- (controllers)
--
WebGL--Native
- (controllers)
AndroidUnityUnity
iOSUnityUnity
Sony PSM (Sony PlayStation Vita)Unity--
Sony PlayStation 4 [4]Semi Native [2]
- (controllers)
Semi Native [2]
(controllers)
Sony PlayStation 5 [4]--Semi Native [2]
- (controllers)
Microsoft XBox One (XDK)Semi Native [2]
- (controllers)
Semi Native [2]
- (controllers)
Microsoft Xbox One, Series S/X (Game Core) [4]--Native
Nintendo Switch [4]--Native
- (keyboard, controllers)
-
Google Stadia [4]--Native
- (keyboard, mouse, controllers)
Apple TV (tvOS)UnityUnity
Amazon Fire TVUnityUnity
-

-

1 Controller must be compatible with underlying system. On Windows the controller must be compatible with Raw Input, Direct Input, or XInput. On OSX, it must be compatible with I/O Kit. On Linux, it must be compatible with UDev. Support for exotic controller types not guaranteed.

-

2 These platforms make use of Unity's special platform-specific input classes which allow for much greater control over input than with just UnityEngine.Input and are functionally equivalent to native input libraries.

-

3 Linux native support has been tested under Ubuntu 12.04 amd64, Ubuntu 14.04 x86/amd64, Ubuntu 15.04 amd64, Ubuntu 17.04 amd64, Mint 17.2 amd64, and SteamOS. Compatibility with other distros is not guranteed or implied.

-

4 Platform requires additional plugin. See documentation for details.

-

 

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Overview

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Controllers

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Overview

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A Player Controller is a form of a controller that uses a Player's Actions as the source of input for element values. Essentially, it is a controller-shaped interface for a Rewired Player. Player Controllers were primarily developed for the Player Mouse which can be used to easily create a virtual mouse pointer which can be used to interact with Unity UI using any underlying controller type. Regardless, a Player Controller could be used for any purpose you want.

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Player Controllers are not equivalent to other Rewired Controllers and do not perform the same function. They do not exist unless you instantiate them, they cannot be mapped with Controller Maps, their bindings can't be saved and loaded, etc. They exist completely separately from all other Controllers in Rewired, and they are completely managed from creation to destruction by you.

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To illustrate the relationship between a Player Controller's element values and the underlying Player, take for example, a Player Controller with 2 axes and 1 button. These elements could be mapped as follows:

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  • X Axis = Player 0, "Move Horizontal"
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  • Y Axis = Player 0, "Move Vertical"
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  • Button 1 = Player 0, "Fire"
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When you get the value of "Button 1" from the Player Controller, it is equivalent to calling player.GetButton("Fire") on Player 0.

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Player Controller elements may modify the values received from the Player and output a processed value. For example, for a Player Mouse, you would normally want the X and Y axes to return relative delta values like a real mouse. The Player Mouse's axes can transform absolute axis input coming from a Player into a relative delta value so the consumer of the input can be written to simply expect mouse delta values.

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Do not confuse Player Controllers with Custom Controllers. They do not serve the same purpose.

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Controllers

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Player Controller

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Player Controller is a controller that uses Player Actions as the input sources for controller elements. Player Controller can be created with any number of axes and buttons and may be configured however you like.

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A Player Controller uses a single Player as the source of input for its elements. Each element must have an Action assigned to it in order for it to return input values.

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Creating

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You can create a Player Controller in two ways:

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  • Add the Player Controller component to a GameObject and configure settings in the inspector.
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  • Instantiate a PlayerController via scripting:
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// Create definition object to pass in values when creating the Player Controller
-PlayerController.Definition definition = new PlayerController.Definition() {
-    playerId = 0 // set the owning Player
-};
-
-// Create a list of elements you want in the Player Controller
-definition.elements = new List<PlayerController.Element.Definition>() {
-    // Create an Axis 2D called "Stick" and assign "Horizontal" and "Vertical" to the two axes.
-    new PlayerController.Axis2D.Definition() {
-        name = "Stick",
-        xAxis = new PlayerController.Axis.Definition() {
-            actionName = "Horizontal"
-        },
-        yAxis = new PlayerController.Axis.Definition() {
-            actionName = "Vertical"
-        }
-    },
-    // Create a Button called "Button 1" and assign "Fire".
-    new PlayerController.Button.Definition() {
-        name = "Button 1",
-        actionName = "Fire"
-    }
-};
-
-// Create the Player Controller
-PlayerController playerController = PlayerController.Factory.Create(definition);
-
-// ... use the controller
-
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Additional Info

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The PlayerController Component is a wrapper class for the PlayerController class and exists in the Rewired.Components namespace. If you create a PlayerController by adding a Component on a GameObject, you can access it from scripts by calling GetComponent<Rewired.Components.PlayerController>(). You cannot use GetComponent with the non-Monobehaviour derived class PlayerController.

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Inspector Options

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Touch Controller Inspector

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General Options

 

Rewired Input Manager(Optional) Link the Rewired Input Manager here for easier access to Action ids, Player ids, etc.
  
Properties 
Player Id / PlayerThe Player used for the source of input.
  
ElementsThe elements that will be created in the controller.
  
Events 
On Button State ChangedTriggered the first frame the button is pressed or released.
On Axis Value ChangedTriggered when the axis value changes.
On Enabled State ChangedTriggered when the controller is enabled or disabled.
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Player Mouse

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A Player Mouse is a type of Player Controller. In addition to the features of Player Controller, Player Mouse also tracks a screen position which can be used to drive a software mouse pointer. The default setup's axes output delta values regardless of the underlying input source for those axes, so a Player Mouse can be used in scripts that were written expecting mouse input, but the actual input can come from a joystick or the keyboard for example.

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Creating

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You can create a Player Mouse in two ways:

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  • Add the Player Mouse component to a GameObject and configure settings in the inspector.
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  • Instantiate a PlayerMouse via scripting:
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// Create the Player Mouse with the default elements and options
-PlayerMouse mouse = PlayerMouse.Factory.Create();
-
-// Set the owner
-mouse.playerId = playerId;
-
-// Set up Actions for each axis and button
-mouse.xAxis.actionName = horizontalAction;
-mouse.yAxis.actionName = verticalAction;
-mouse.wheel.yAxis.actionName = wheelAction;
-mouse.leftButton.actionName = leftButtonAction;
-mouse.rightButton.actionName = rightButtonAction;
-mouse.middleButton.actionName = middleButtonAction;
-
-// ... use the mouse
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Element Actions

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Actions are used to provide value to each controller element.

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You must create Actions in the Rewired Input Manager for each of mouse elements you want to use. It doesn't matter what these Actions are named, but each Player Mouse element must be assigned an Action from which it will draw its value. As per standard Rewired practice, the you must assign these Actions to Controller Maps of various types and assign those to the Player in order for them to be used.

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For example, if you want to control the mouse pointer with the physical mouse, you will need to create a Mouse Map with at least the Left Button assigned to your Action, then assign that Mouse Map to your Player. (The X and Y axis values will be taken from the physical mouse's screen position if Use Hardware Pointer Position is enabled and the Player has the physical mouse assigned to it -- player.controllers.hasMouse == true.)

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If you want to control the mouse pointer with a gamepad, you will need to create a Joystick Map with the Actions assigned to at least the Left Stick X/Y and some buttons. That Joysick Map needs to be assigned to the same Player that owns the Player Mouse.

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In both cases, you must assign the Actions that you want to control the Player Mouse's X, Y, Wheel axes and Left, Right, and Middle buttons in the Elements fields in the inspector or via scripting after instantiating the Player Mouse.

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If this sounds confusing, study the Player Controller inspector above looking at the Elements section. See how the X axis is assigned the Action "Horizontal" and the Y axis is assigned the Action "Vertical". This means the value of the X axis comes from the Player's "Horizontal" Action and the value of the Y axis comes from the Player's "Vertical" Action. It's exactly the equvalent of this:

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  • Player Mouse X = player0.GetAxis("Horizontal");
  • -
  • Player Mouse Y = player0.GetAxis("Vertical");
  • -
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Displaying a Pointer

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The Player Mouse does not include a pointer. It is up to you to provide a pointer of the type you choose and set it up to be driven by the Player Mouse's screen position. The most common way to do this would be to use the OnScreenPositionChangedEvent in the inspector and link it to a script on your pointer which takes the screen position and moves the object. (You can also use the equivalent event in scripting to achieve the same thing.)

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An example of how to position a Sprite pointer:

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public void OnScreenPositionChanged(Vector2 screenPosition) {
-    Vector3 worldPos = Camera.main.ScreenToWorldPoint(new Vector3(screenPosition.x, screenPosition.y, distanceFromCamera));
-    pointer.transform.position = worldPos;
-}
-

An example of how to position the pointer on a Unity UI Canvas:

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public void OnScreenPositionChanged(Vector2 screenPosition) {
-    RectTransform canvasRectTransform = transform.root.GetComponentInChildren<Canvas>().GetComponent<RectTransform>();
-    Rect rootCanvasRect = canvasRectTransform.rect;
-    Vector2 viewportPos = Camera.main.ScreenToViewportPoint(screenPosition);
-    viewportPos.x = (viewportPos.x * rootCanvasRect.width) - canvasRectTransform.pivot.x * rootCanvasRect.width;
-    viewportPos.y = (viewportPos.y * rootCanvasRect.height) - canvasRectTransform.pivot.y * rootCanvasRect.height;
-    (transform as RectTransform).anchoredPosition = viewportPos;
-}
-

Enabling and Disabling

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When the Player Mouse component or GameObject is disabled, the Player Mouse will no longer return any values or trigger any events. You can use the OnEnabledStateChanged event to enable and disable the target pointer by simply enabling and disabling the Player Mouse.

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Absolute and Relative Coordinate modes

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Axes must be set to either Absolute or Relative coordinate mode. This determines the final output value of the axes and how they affect the Screen Position.

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Relative coordinate mode should be used when the pointer is intended to be controlled by a joystick or keyboard. Absolute values are converted into delta values and added to the current Screen Position to determine the new position.

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Absolute coordinate mode should be used when the pointer is intended to be controlled by a Custom Controller that provides absolute screen coordinates. Values will be applied directly to the Screen Position.

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If you have special needs that require you be able to move a single Player Mouse using both Absolute and Relative axis values, you should set up the axes in Relative mode and feed those values in as Actions, and for the Absolute values, feed them in directly into the Screen Position property using a script.

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Additional Info

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The PlayerMouse Component is a wrapper class for the PlayerMouse class and exists in the Rewired.Components namespace. If you create a PlayerMouse by adding a Component on a GameObject, you can access it from scripts by calling GetComponent<Rewired.Components.PlayerMouse>(). You cannot use GetComponent with the non-Monobehaviour derived class PlayerMouse.

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FAQ:

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Q: Why does the software cursor lag behind the OS cursor?

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-

You are simply seeing the difference between hardware cursor rendering and software cursor rendering:
- https://stackoverflow.com/questions/48833250/why-is-the-mouse-cursor-drawn-faster-than-applications

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There is a reason they use hardware cursor rendering on operating systems -- it's faster and not prone to lag. It won't slow down when the application slows down either.

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There is no way possible to make a software cursor perform identically to a hardware cursor. This is simply the nature of software cursors vs hardware.

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Other posts on the topic:
- https://www.reddit.com/r/witcher/comments/3cwwfm/what_does_the_hardware_cursor_option_on_pc_do/

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Examples

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Inspector Options

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Touch Controller Inspector

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General Options

 

Rewired Input Manager(Optional) Link the Rewired Input Manager here for easier access to Action ids, Player ids, etc.
  
Properties 
Player Id / PlayerThe Player used for the source of input.
Pointer SpeedThe pointer speed. This does not affect the speed of input from the mouse x/y axes if useHardwarePointerPosition is enabled. It only affects the speed from input sources other than mouse x/y or if mouse x/y are mapped to Actions assigned to Axes.
Clamp to Movement AreaIf enabled, movement will be clamped to the Movement Area.
Movement AreaThe allowed movement area for the mouse pointer. - Set Movement Area Unit to determine the data format of this value. - This rect is a screen-space rect with 0, 0 at the lower-left corner.
Movement Area UnitThe unit format of the movement area. This is used to determine the data format of Movement Area.
Use Hardware Pointer PositionIf enabled, the hardware pointer position will be used for mouse input. Otherwise, the position of the pointer will be calculated only from the Axis Action values. The Player that owns this Player Mouse must have the physical mouse assigned to it in order for the hardware position to be used, ex: player.controllers.hasMouse == true.

Default To Center

If enabled, the screen position will default to the center of the allowed movement area. Otherwise, it will default to the lower-left corner of the allowed movement area.
  
ElementsThe elements that will be created in the controller.
  
Events 
On Button State ChangedTriggered the first frame the button is pressed or released.
On Axis Value ChangedTriggered when the axis value changes.
On Enabled State ChangedTriggered when the controller is enabled or disabled.
On Screen Position ChangedTriggers when the screen position changes. Link this to your pointer to drive its position.
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- Players - -

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Rewired features a player-centric input system. This means that generally all input is handled through the Player and not the controllers. You simply call player.GetAxis, player.GetButton, etc. or register to receive input events with player.AddInputEventDelegate to get access to all input regardless of the input sources. For example, you may need to respond to input from the keyboard, mouse, any number of joysticks, and any number of Custom Controllers. This is handled simply by assigning the controllers and the appropriate maps to the Player and then getting the input directly from the Player. The input you receive from the Player is a combination of input received from all the assigned controllers. Additionally, joysticks can (optionally) be intelligently auto-assigned to Players on connect and disconnect, so you don't have to worry about what controllers each Player owns. Instead, you simply get input for the specific Action you're looking for and Rewired handles the rest.

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It may help to think of a Player as a "controller container". In other words, the Player can contain any number of controllers and controller maps. When you get input from the Player, you're really getting input from any controller owned by the Player that has an enabled Action -> Element mapping.

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Player Input Diagram

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Creating / Editing Players

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Players are created at runtime by the Input Manager in the scene. You must define Players in the Rewired Editor in order for them to be created at runtime.

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Accessing Players

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The ReInput.players property has methods to get access to a Player by id or name or to get a list of all Players. It's recommended you store a reference to the Player in Awake and maintain that reference for the duration of the game. See Getting a Player for an example of how to get a Player.

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System Player

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The System player exists as an option for handling system Actions such as Save, Load, etc. You can assign controllers and maps to the System player just as with any other player. Joysticks are never auto-assigned to the System player, but you can assign them manually to the System player through scripting.

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Getting Input

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In Rewired, you generally get input from the Player, not the controllers themselves. Please see How To's - Getting Input for more information.

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Players and Controller Maps

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Controller Maps are what associates controller elements to Actions. As Rewired is a player-centric input system, controller maps aren't stored in the controller, but rather in the Player. This has the benefit of allowing you to share controllers among as many Players as you want while each maintains its own separate set of Action mappings.

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The Player class contains many methods for getting, adding, and removing all types of controller maps. (Access these methods through the Player.controllers.maps helper object.) Additionally, assignment conflict checking and saving/loading maps is handled through the Player class.

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Even if a controller is assigned to a Player, if no maps are assigned, no input will be possible. You should define starting maps for joysticks, the keyboard, and the mouse for each Player in the Rewired Editor. You can also load and assign maps during runtime through scripting via the Player class.

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Players and Controllers

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A Player is essentially a container for controllers and Controller Maps. The Controller Maps contained in Player provide a means to associate Actions to controller elements (button, key, axis, etc.). There are some slight differences between how the different types of controllers are handled by the Player.

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Rewired currently has 4 types of Controller classes:

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    -
  • Joystick (a device attached to the system that is not a keyboard or mouse.)
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  • Keyboard
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  • Mouse
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  • Custom Controller
  • -
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Joysticks

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Before a Player can return input for a Joystick, that joystick must first be assigned to the Player. The joystick must be added to the Player's list of joysticks before it can receive input from that device. A joystick may be assigned to multiple Players and shared if desired (this would be rare).

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By default, Rewired's Joystick Auto-Assignment system is enabled in the Rewired Input Manager. This ensures that each Player is assigned one joystick when it is attached to the system based on rules set in the Rewired Input Manager - Settings page. You may disable the auto-assignment system if you have special needs that are not covered by its options. See How To's - Assigning Joysticks to Players for information on how to assign Joysticks manually.

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For input to be returned in a Player from a Joystick, all of the following must be true:

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    -
  • The Joystick must be assigned to the Player.
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  • The Player must have at least one enabled Joystick Map applicable to that joystick.
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  • The Joystick Map must bind at least one joystick element to an Action.
  • -
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Do not be confused: The fact that a Player "has a Joystick Map" in the Rewired Input Manager is not the same thing as the joystick being assigned to that Player. Maps are entirely separate from joystick assignment and do not influence what joysticks (if any) will be assigned to a Player by the joystick auto-assignment system. Joystick assignment involves adding the Joystick class object to the Player. Once the Joystick is assigned, Rewired will load the Joystick Maps for that particular Joystick in the Player (if one or more applicable Joystick Maps were created and assigned to the Player in the Rewired Editor) and then the Joystick Maps will perform the function of mapping Actions to the elements on that Joystick. If a joystick is assigned to a Player but no matching Joystick Maps are found, that Joystick will not contribute any input in that Player.

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Keyboard

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In Rewired, the keyboard is a shared controller. Similar to Joysticks, the keyboard must also be assigned to the Player(s) before it will return any input. This can be set at start in the Rewired Input Manager - Players page, or set via scripting using the player.controllers.hasKeyboard property. By default, the keyboard is assigned to all Players on start unless disabled in the Rewired Input Manager.

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Just like Joysticks, the keyboard will only return input in a Player if the Player has at least one Keyboard Map that associates some Actions to keys.

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Mouse

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Similar to Joysticks, the mouse must also be assigned to the Player(s) before it will return any input. This can be set at start in the Rewired Input Manager - Players page, or set via scripting using the player.controllers.hasMouse property. The mouse may be shared by multiple Players if desired.

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Just like Joysticks and the Keyboard, the mouse will only return input in a Player if the Player has at least one Mouse Map that associates some Actions to mouse buttons and axes.

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Custom Controller

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Custom Controllers are very similar to Joysticks in treatment except for the fact that they are never disconnected from the system and are always available. The same rules apply -- the Custom Controller must be assigned to a Player and have one or more valid Custom Controller Maps to return any input value.

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See Also

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API Reference - Player

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- - - - diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/Players.html.meta b/Assets/ThirdParty/Rewired/Documentation/Html/Players.html.meta deleted file mode 100644 index 89bb1082b..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/Players.html.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 44b26b3c1fe7ca2408e87d0dddd441c1 -TextScriptImporter: - userData: diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/QuickStart.html b/Assets/ThirdParty/Rewired/Documentation/Html/QuickStart.html deleted file mode 100644 index 21b5ccaa6..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/QuickStart.html +++ /dev/null @@ -1,294 +0,0 @@ - - - - - -Rewired Documentation | Quick Start - - - - - - - - - - - - - - - - - - - - - - - - - - -
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- Quick Start - -

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This guide will show you how to create a Rewired Input Manager and set up basic input for a 1-player game.

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1. Install Rewired. Refer to Installation for more information.

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2. Create a Rewired Input Manager in the scene from the menu:
- Window -> Rewired -> Create -> Input Manager (in scene).

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Create Input Manager

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3. Select the Rewired Input Manager from the scene Hierarchy.

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Input Manager in Hierarchy

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4. In the Inspector, click "Launch Rewired Editor." (See Rewired Editor for detailed usage information.)

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Launch Rewired Editor

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5. In the navigation bar at the top of the Rewired Editor window, click "Players".

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Players

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6. You must have at least one Player to use input. Add a new Player by clicking the "New" button below the Players box.

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Add new Player

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7. We will come back to Players later to assign controller maps, but first you need to create some Actions. Click the "Actions" button in the navigation bar and create a new Action by clicking the "New" button below the Actions box.

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Actions

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8. For each input you will need for your game, create one Action. Create a few actions such as pictured in the example below. The selected Action's properties can be edited in the fields to the right under "Properties." For movement actions, change the Type to "Axis". You can give each action a Name, a Descriptive Name, and if the Type is Axis, also give it a Positive Name and a Negative Name. Hover the mouse over each property label to see a description of that property.

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Note: Actions can be categorized by first creating Action Categories (or later moved into categories), but to keep this example simple, we will just leave all actions in the Default category.

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Actions

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9. Each Action can be assigned an Input Behavior which determines how keyboard keys, buttons, and mouse axes behave. By default, all actions are assigned the "Default" Input Behavior. If you wish to tweak any of the settings or create new Input Behaviors, click the "Input Behaviors" button in the navigation bar. Hover the mouse over each property label for a description. For this guide's purposes, we will just leave the default behavior as is.

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Input Behaviors

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10. Now let's create a Joystick map. Click "Joystick Maps" in the navigation bar.

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Joystick Maps

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11. You can create maps for any of the fully-supported controllers individually, or to save time, just create a map for the Gamepad Template and all controllers that use that template will automatically have maps created for them. (Any Joystick preceeded by [T] is a template.) Select the "[T] Gamepad Template", then click "Create Map."

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Create Joystick Map

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12. Now you will need to create elements and assign actions to them. Click "New" under the "Element" box to create an element. Element Properties will appear to the right for the selected element. Assign a joystick element by clicking the drop-down "Element." Select an action to assign to this element under "Action." Create an element for each Action you created in step 8 and assign one Action to each element.

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Create Joystick Map elements

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13. Now we will do the same thing, only this time for the keyboard. Click "Keyboard Maps" in the nagivation bar, create a map by clicking "Create Map", then create some elements by clicking the "New" button below the "Element" box. Assign actions to each element as you did with the Joystick map above. For movement actions that use an axis, since a keyboard key acts like a button and not an axis, you will use the "Axis Contribution" setting to determine whether the key contributes a positive or negative value to the final axis. For example, if the "W" key should move the character up, the Action should be set to "Move Vertical" and the "Axis Contribution" should be "Positive". For the "S" key which should move the character down, the Action should also be "Move Vertical", but the "Axis Contribution" should be "Negative."

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Keyboard Maps

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14. If you want to create a Mouse Map, repeat the same steps as above for keyboard and joystick, but this time click "Mouse Maps" in the navigation bar.

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Mouse Maps

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15. Now that we have created joystick, mouse, and keyboard maps, we need to assign them to the Player. Click back to the "Players" page in the navigation bar and select the Player to which you want to assign the maps.

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Players

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16. Assign a joystick map to the player by clicking the "Add Joystick Map" button. If you have more than one joystick map to assign, you can add as many as you need. For this demo, just add the map you created above. To choose a different joystick map, change the Category and Layout drop-downs. Ensure "Start Enabled" is checked so this joystick map will be active by default. When gameplay begins, if any joysticks are assigned to this Player, it will load the proper map for that joystick.

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Add Joystick Map

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17. Do the same for any keyboard maps you have created. Note: For keyboard control, ensure the "Assign Keyboard on Start" checkbox is checked, otherwise the Player will not be assigned the keyboard unless you assign it manually through scripting.

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Add Keyboard Map

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18. Do the same for mouse maps. Note: For mouse control, ensure the "Assign Mouse on Start" checkbox is checked, otherwise the Player will not be assigned the mouse unless you assign it manually through scripting.

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Add Mouse Map

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19. Close the Rewired Editor and save the scene.

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20. Now you will need to create a script to process input for your character. Since the script could vary significantly based on the type of game you're making, this example will just show the basics of how to get input from Rewired.

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21. Create a new script in your project, for example, MyCharacter.cs, and attach the script to your character game object.

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NOTE: This example is not meant for use in your project. It serves no purpose other than to teach you how to get input from a Player. You will have to write your own scripts to move your characters/objects around the scene.

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-// MyCharacter.cs - A simple example showing how to get input from Rewired.Player
-
-using UnityEngine;
-using System.Collections;
-using Rewired;
-
-[RequireComponent(typeof(CharacterController))]
-public class MyCharacter : MonoBehaviour {
-
-    // The Rewired player id of this character
-    public int playerId = 0;
-    
-    // The movement speed of this character
-    public float moveSpeed = 3.0f;
-    
-    // The bullet speed
-    public float bulletSpeed = 15.0f;
-    
-    // Assign a prefab to this in the inspector.
-    // The prefab must have a Rigidbody component on it in order to work.
-    public GameObject bulletPrefab;
-
-    private Player player; // The Rewired Player
-    private CharacterController cc;
-    private Vector3 moveVector;
-    private bool fire;
-
-    void Awake() {
-        // Get the Rewired Player object for this player and keep it for the duration of the character's lifetime
-        player = ReInput.players.GetPlayer(playerId);
-
-        // Get the character controller
-        cc = GetComponent<CharacterController>();
-    }
-
-    void Update () {
-        GetInput();
-        ProcessInput();
-    }
-
-    private void GetInput() {
-        // Get the input from the Rewired Player. All controllers that the Player owns will contribute, so it doesn't matter
-        // whether the input is coming from a joystick, the keyboard, mouse, or a custom controller.
-
-        moveVector.x = player.GetAxis("Move Horizontal"); // get input by name or action id
-        moveVector.y = player.GetAxis("Move Vertical");
-        fire = player.GetButtonDown("Fire");
-    }
-
-    private void ProcessInput() {
-        // Process movement
-        if(moveVector.x != 0.0f || moveVector.y != 0.0f) {
-            cc.Move(moveVector * moveSpeed * Time.deltaTime);
-        }
-
-        // Process fire
-        if(fire) {
-            GameObject bullet = (GameObject)Instantiate(bulletPrefab, transform.position + transform.right, transform.rotation);
-            bullet.GetComponent<Rigidbody>().AddForce(transform.right * bulletSpeed, ForceMode.VelocityChange);
-        }
-    }
-}
- -

22. That's it! You've leared how to set up basic input for a single player game using Rewired. There's a whole lot more powerful features available in Rewired, so be sure to read the rest of the documentation for more advanced topics.

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The Rewired Editor allows you to create players, actions, controller maps, custom controllers, configure settings, and more.

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Pages:

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Settings

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Settings

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The Settings page allows you change the options for the current Input Manager. The options available are as follows:

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Update Mode

Automatic - Rewired updates automatically in the selected update loops.

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Manual - Update manually by calling ReInput.Update. All automatic updating will be disabled.

Update Loop:

Updates input in one or more game loops.
- Selecting Multiple will update input in each loop chosen. Each loop is updated and tracked independently so all input calls will work in either loop. Select multiple if you need to be able to get input, for example, from both Update and FixedUpdate.

UpdateUpdates input in the Update loop. (Required)
FixedUpdate

Updates input in the FixedUpdate loop. If you try to get input from the FixedUpdate loop without enabling this, you will miss some input data. Ex: GetButtonDown and GetKeyDown will not always return correctly.

OnGUI

Updates input in the OnGUI loop. Only necessary if you need GetButtonDown to work within the Unity GUI.

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WARNING: Enabling this will cause a 300-500 byte memory allocation per frame due to the way OnGUI works. This will contribute to garbage collection overhead.

  
Platform Settings:Certain build platforms have settings which you can set individually. Click the name of the platform, then options will appear below. For settings that affect all build platforms, click the "All" button.
All: 
Use Physical Keys (Unity)

If enabled, keyboard keys will map to their physical location on a US 101-key keyboard regardless of the keyboard layout being used (AZERTY for exampe). This is useful for making a locale-independent input layout. Example: WASD to move. If enabled, the KeyCode returned for a key will match the US 101-key layout, and glyphs and help text will display incorrect information to the user. For example, the A key on a AZERTY keyboard is located where the Q key is on a US 101-key keyboard, and the KeyCode returned for the A key will be KeyCode.Q. Changing this setting will modify it project-wide in the Unity Input Manager settings.

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It is recommended to disable this option. See this for more information.

Disable Native Input

Force Unity Input to be the input source. This will disable all external input sources such as Raw Input, Direct Input, XInput, and native OSX.

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WARNING: - Unity Input does not allow hot-plugging on some platforms. If you need hot-plugging, do not check this box.

Disable KeyboardDisable keyboard input on all platforms? Disabling this can improve performance slightly.
Disable MouseDisable mouse input on all platforms? Disabling this can improve performance slightly.
Ignore Input When App Not In Focus

Ignores input if the application is not in focus. This setting has no effect on some platforms.

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NOTE: Disabling this does not guarantee that input will be processed when the application is out of focus. Whether input is received by the application or not is dependent on A) the input device type B) the current platform C) the input source(s) being used.

Windows: 
Input Source

The primary input source for the Windows Standalone platform.

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Raw Input - Use Raw Input for the input source. Note: Raw Input carries significant advantages over Direct Input such as better Bluetooth controller support, support for more elements on certain controllers, better controller recognition, etc. Does not require any extra libraries. Windows Control Panel joystick calibration does not affect joystick axes.

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XInput - Use XInput for the input source. This will use XInput only. All non-XInput compatible controllers will be non-functional. To support both XInput and non-XInput controllers, use Raw Input or Direct Input instead and enable the Use XInput option. Supports XBox Controller 2-motor vibration, independent trigger values, but only supports 4 XInput-compatible controllers at once. Installation of DirectX end-user runtimes is required on Windows XP.

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Windows Gaming Input - Use Windows.Gaming.Input for the input source. This will use Windows.Gaming.Input only for controllers. All non-WindowsGamingInput compatible controllers will be non-functional. At the present time, only Gamepads are supported. To support all controller types, use Raw Input or Direct Input instead and enable the Use Windows Gaming Input option. Supports XBox Controller 4-motor vibration, independent trigger values, and supports more than 4 XInput-compatible controllers at once. (Requires Windows 10, October 2018 Update version 1809 (10.0.17763.0) or greater. Will fall back to other input sources on older versions of Windows.)

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Direct Input - Use Direct Input for the input source. Installation of DirectX end-user runtimes may be required for Direct Input support. Windows Control Panel joystick calibration settings affect joystick axes.

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SDL2 - Use SDL2 for the input source. This option requires the SDL2 runtime library to be installed. Note: SDL2 does not support as many devices as other native input sources.

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Unity Input - Use Unity fallback input.

Use Windows Gaming Input

On Windows, use Windows.Gaming.Input for compatible devices. Devices not compatible with Windows Gaming Input will be handled by the primary input source. Supports XBox Controller 4-motor vibration, independent trigger values, and supports more than 4 XInput-compatible controllers at once.

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(Requires Windows 10, October 2018 Update version 1809 (10.0.17763.0) or greater. Will fall back to other input sources on older versions of Windows.)

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If both Use XInput and Use Windows Gaming Input are enabled, if Windows Gaming Input is unavalable on the system, XInput will be used as the fallback input source for compatible devices. Otherwise, the primary input source will be used as the fallback input source.

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(Only available when Input Source is set to Raw Input or Direct Input.)

Use XInput

On Windows, use XInput for compatible devices. Devices not compatible with XInput will be handled by the primary input source. Supports XBox Controller 2-motor vibration, independent trigger values, but only supports 4 XInput-compatible controllers at once. Installation of DirectX end-user runtimes is required on Windows XP.

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If both Use XInput and Use Windows Gaming Input are enabled, if Windows Gaming Input is unavalable on the system, XInput will be used as the fallback input source for compatible devices. Otherwise, the primary input source will be used as the fallback input source.

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(Only available when Input Source is set to Raw Input, Direct Input, or Windows Gaming Input.)

Joystick Refresh Rate

The joystick refresh rate in frames per second. Set this to a higher value if you need higher precision input timing at high frame rates such as for a music beat game. Higher values result in higher CPU usage. Note that setting this to a very high value when the game is running at a low frame rate will not result in higher precision input.

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This settings only applies to input sources that use a separate thread to poll for joystick input values (currently Direct Input, XInput, and Windows Gaming Input). This setting does not apply to event-based input sources such as Raw Input.

Native Mouse Handling

Use native libraries to handle the mouse. Enabling this will eliminate certain bugs associated with Unity's mouse handling.

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(Only available when Input Source is set to Raw Input or Direct Input.)

Native Keyboard Handling

Use native libraries to handle keyboard input.

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(Only available when Input Source is set to Raw Input or Direct Input.)

Enhanced Device Support

Enable low-level enhanced support for certain devices. If enhanced support is available for a particular device, this will enable device-specific features such as vibration / force feedback, lights, gyroscopes, accelerometers, touchpads, etc.

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(Only available when Input Source is set to Raw Input.)

Enhanced Device Support OptionsExcluded Devices - A list of device types that will be excluded from Enhanced Device Support on this platform. A device that is excluded from Enhanced Device Support will treated like any other controller and will be handled by the primary and/or secondary input sources for the platform, and any special controller features provided by Enhanced Device Support will not be available.
OSX: 
Input Source

The primary input source for the OSX Standalone platform.

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Native - Use native input for the input source. This provides the best device support.

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Game Controller - Use Apple Game Controller framework for the input source. This provides support only for devices supported by the Game Controller framework. This may not include all devices supported by the Native input source.

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SDL2 - Use SDL2 for the input source. May be required for Steam Streaming and Steam Controller support in OSX. This option requires the SDL2 runtime library to be installed. Note: SDL2 does not support as many devices as other native input sources.

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Unity Input - Use Unity fallback input.

Use Game Controller Framework

Use the Apple Game Controller Framework for compatible devices.

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(Only available when Input Source is set to Native.)

Assign Joysticks by System Player Id

If this option is enabled, joysticks will be assigned to Rewired Players based on the native player id assigned by the system. This option ensures that the joystick will match to the correct Rewired Player when auto-assigned. This option overrides some other joystick auto-assignment settings. More than one joystick will be assigned to a Player if multiple joysticks are found for that system player id.

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NOTE: This option only applies to devices handled by the Apple Game Controller Framework. It does not apply to HID devices handled by IO Kit or any other input source.

Enhanced Device Support

Enable low-level enhanced support for certain devices. If enhanced support is available for a particular device, this will enable device-specific features such as vibration / force feedback, lights, gyroscopes, accelerometers, touchpads, etc.

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(Only available when Input Source is set to Native.)

Enhanced Device Support OptionsExcluded Devices - A list of device types that will be excluded from Enhanced Device Support on this platform. A device that is excluded from Enhanced Device Support will treated like any other controller and will be handled by the primary and/or secondary input sources for the platform, and any special controller features provided by Enhanced Device Support will not be available.
Linux: 
Input Source

The primary input source for the Linux Standalone platform.

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Native - Use native input for the input source. This provides the best device support.

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SDL2 - Use SDL2 for the input source. May be required for Steam Streaming and Steam Controller support in Linux. This option requires the SDL2 runtime library to be installed. Note: SDL2 does not support as many devices as other native input sources.

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Unity Input - Use Unity fallback input.

Enhanced Device Support

Enable low-level enhanced support for certain devices. If enhanced support is available for a particular device, this will enable device-specific features such as vibration / force feedback, lights, gyroscopes, accelerometers, touchpads, etc.

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Enhanced Device Support on Linux requires UDEV rules to be set up by the end-user. See this for more information.

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(Only available when Input Source is set to Native.)

Enhanced Device Support OptionsExcluded Devices - A list of device types that will be excluded from Enhanced Device Support on this platform. A device that is excluded from Enhanced Device Support will treated like any other controller and will be handled by the primary and/or secondary input sources for the platform, and any special controller features provided by Enhanced Device Support will not be available.
Windows UWP: 
Input Source

The primary input source for the Windows 10 Universal platform.

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Native - Use native input for the input source. This provides the best device support.

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Unity Input - Use Unity fallback input.

Use Gamepad API

Use Windows.Gaming.Input.Gamepad for compatible devices. Also enables special features for compatible devices such as vibration.

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(Only available when Input Source is set to Native.)

Use HID API

This allows support for older gamepads, gamepads made for Android, flight controllers, racing wheels, etc. In order to use this feature, you must add support for HID gamepads and joysticks to the app manifest file. Please see the Special Platform Support -> Windows 10 Universal documentation for details.

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(Only available when Input Source is set to Native.)

  
Android: 
Support Unknown Gamepads

Treat all unrecognized controllers as gamepads using the standardized Android gamepad layout. All recognized controllers will be treated normally.

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Warning: While most Android gamepads conform to this layout, there are exceptions. Addtionally, with this option enabled, all unrecognized non-gamepad joystick devices used will be limited to only the set of elements available on a gamepad. If your game needs to support devices other than Android gamepads, disable this option.

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This option only applies to the Android platform.

Xbox One: 
Input Source

The primary input source for the Xbox One platform.

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Native - Use native input for the input source. This provides the best device support.

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Unity Input - Use Unity fallback input.

Each Platform:Options here appear in all individual platform pages.
Disable KeyboardDisable keyboard input on this platform? Disabling this can improve performance slightly.
Disable MouseDisable mouse input on this platform? Disabling this can improve performance slightly.
Ignore Input When App Not In Focus

Ignores input if the application is not in focus. This setting has no effect on some platforms.

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NOTE: Disabling this does not guarantee that input will be processed when the application is out of focus. Whether input is received by the application or not is dependent on A) the input device type B) the current platform C) the input source(s) being used.

  
Joystick Auto-Assignment:NOTE: Joystick Auto-Assignment applies to Joysticks only (controllers other than keyboard or mouse.) Joystick Auto-Assignment does not consider whether a Player has Keyboard Maps assigned, so it will not skip assigning joysticks to Players that are using the keyboard.
Auto-Assign JoysticksAutomatically assign joysticks to players as they are connected.
Max Joysticks Per PlayerHow many joysticks is a player allowed to be assigned? If enabled, connected joysticks will be assigned to each player up to this limit.
Assign To Playing Players OnlyOnly assign joysticks to players that have isPlaying = true. Non-playing players will not be assigned joysticks.
Distribute Joysticks EvenlyWhen auto-assigning joysticks, assign to players with the fewest number of joysticks first. Will assign up to the limit of Max Joysticks Per Player.
Reassign To Previous OwnerWhen a joystick is disconnected and reconnected, attempt to reassign the joystick to the last player it was assigned to.
  
Global Settings: 
Default Joystick Dead Zone Type

The default calculation type for joystick axis dead zones.

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Radial: X and Y are combined and the dead zone is calculated on the length of the vector. This allows smooth sweeping in a circular motion. This is the best choice for most games.

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Axial: X and Y axes are calculated independently. Use this if your game requires more precise 4-directional movement (ie: some platformers, chess games, etc.)

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- This setting only applies to joysticks on recognized controllers.

Default Joystick Sensitivity Type

The default calculation type for joystick axis sensitivity.

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Radial: X and Y are combined and the sensitivity is calculated on the length of the vector.

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Axial: X and Y axes are calculated independently.
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This setting only applies to joysticks on recognized controllers.

Default Axis Sensitivity Type

Determines how axis sensitivity will be calculated by default.
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Multiplier: Value is multiplied by sensitivity.

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Power: Value is raised to a power.
- As power nears 0, sensitivity of the axis closer to the zero/center position increases, while sensitivty closer the max position decreases.
- As power increases past 1, sensitivity of the axis closer to the zero/center position decreases, while sensitivity close to the max position increases.

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Curve: Value is multiplied by a point on a curve.

Activate Action Buttons on Negative ValueDetermines how button values are calculated by Player Actions. If enabled, Actions with either a negative or positive Axis value will return True when queried with player.GetButton. If disabled, Actions with a negative Axis value will always return False when queried with player.GetButton, and must be queried with player.GetNegativeButton.
Force 4-Way HatsForce all 8-way hats on recognized joysticks to be treated as 4-way hats. If enabled, the corner directions on all hats will activate the adjacent 2 cardinal direction buttons instead of the corner button. This is useful if you need joystick hats to behave like D-Pads instead of 8-way hats.
Throttle Calibration ModeDetermines how throttles on recognized controllers are calibrated. By default, throttles are calibrated for a range of 0 to +1. This is suitable for most flight and racing games. Some games may require a range of -1 to +1 such as space flight games where a negative value denotes a reverse thrust. Changing this setting will revert all throttle calibrations to the default values for the chosen calibration mode.
Defer Controller Connected Events On StartDefer controller connected events for controllers already connected when Rewired initializes until the Start event instead of during initialization. Normally, it's impossible to receive controller connection events at the start of runtime because Rewired initializes before any other script is able to subscribe to the controller connected event. Enabling this will defer the controller connected events until the Start event, allowing your scripts to subscribe to the controller connected event in Awake and still receive the event callback. If disabled, controller connection events for controllers already connected before runtime starts will be missed.
Key Combination Override Mode

Determines how Actions bound keys that are also used in key combinations behave. Example: Ctrl is bound to Action1 and Ctrl + W is bound to Action 2. When Ctrl is pressed, Action1 activates until W is also pressed. This enum defines how the underlying Action1 bound to Ctrl will behave when H is pressed and when H is released. When Ctrl + H is pressed, the key combination overrides Action1 and it returns a value of False.

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None: All key combination override handling is disabled for all keys including modifier and primary keys. Even if a key combination includes a key that is already bound to an Action, both the Action bound to the key combination and the Action bound to the individual key will return true when pressed. Example: W is bound to Action1. Cntl + W is bound to Action2. When Cntl + W is pressed, both Action1 and Action2 return true.

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Pause: An Action bound to a modifier key that is a member of a key combination will return False for the duration that the key combination is active. When any key of the overriding key combination is released, the Action bound to the modifier key will no longer be overridden and return a True value if the key is still pressed.

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Cancel: An Action bound to a modifier key that is a member of a key combination will return False until the key is released and pressed again. The Action of the member key is canceled by the key combination override.

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Overlap: An Action bound to a modifier key that is a member of a key combination will return True as long as the key is held and will not have its value overridden by the key combination unless the modifier key matches the primary key of the key combination. Actions bound to each modifier key in the key combination will return value along with the Action bound to the key combination. Example: Cntl is bound to Action1. Cntl + W is bound to Action2. When Cntl + W is pressed, both Action1 and Action2 return true. Note that this does not apply to the primary key of a key combination. In the previous example, an Action bound to W alone does not return true when Cntl + W is pressed. This also does not apply to key combinations themselves. Key combinations can be overridden by other key combinations that have more modifiers. Example: Cntl + W is bound to Action1. Cntl + Shift + W is bound to Action2. When Cntl + Shift + W is pressed, Action2 returns true, but Action1 returns false. If a key combination is overridden by another key combination that has more modifiers, the overridden key combination will return false until all constiutent keys are released and pressed again.

Generate Key Events On Key Combo OverrideDetermines if key up and down events are generated when the Action(s) bound to one or more modifier keys that are part of a key combination are overridden and resumed when the succeeding key(s) in the key combination are pressed or released. Example: Cntl is bound to Action1. Cntl + W is bound to Action2. When Cntl is pressed, Action1 generates Down and On events. When W is pressed while Cntl is held, should Action1, bound to Cntl, generate an Up event (because it has been overridden and is now off). Similarly, when Cntl + W is held and W is released, if Key Combination Override Mode is set to Momentary, should Action1, bound to Cntl, generate a Down event (because it is no longer overridden and resumes returning True)?
LoggingDetermines the level of internal logging.
  
Editor Settings: 
Allow Input in Editor Scene Views

If enabled, input will be allowed when any Scene View has focus. This option will have no effect when native input is not used as the input source for a device.

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Note: Due to the limitated information available from the Unity Editor about the current state of focus, when this option is enabled, input will still be processed when the Unity Editor is not in focus on OSX and Linux.

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Tools

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Tools

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Export Constants:

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Allows you to export a list of constants for all Rewired Actions, Map Categories, and Layouts. These constants can be used in place of strings when interacting with the Rewired API. Clicking "Export" will create a CS file which must be saved somewhere in your project.

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Note: The exported consts will only be valid for this Rewired Input Manager. Also, if you add or delete items from the Rewired Input Manager, this list must be exported again.

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(See How To's - Exporting constants for use in scripting for more information.)

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All Caps Constant NamesConstant names will be written in all capital letters.
Use NamespaceWrap all the exported classes in a namespace.
NamespaceThe namespace. Only valid C# namespace characters are allowed.
Use Parent ClassWrap all the exported classes in a single parent class for better organization.
Parent Class NameName of the parent class. Only valid C# class name characters are allowed. This class name must be unique.
Export PlayersExport Players to a class of constants.
Players Class NameName of the class that will contain the Player constants. Only valid C# class name characters are allowed. This class name must be unique.
Export ActionsExport Actions to a class of constants.
Actions Class NameName of the class that will contain the Action constants. Only valid C# class name characters are allowed. This class name must be unique.
Include Action Category

Includes the Action Category name in the Actions list.

Create Action Category Classes

If enabled, a separate class will be created for each Action Category and Action constants will be generated inside these classes.

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If disabled, includes the Action Category in the name of each constant. The Action Category name will preceed the Action name for the final const name.
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Example: public const int Default_Jump = 1;

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Otherwise, the Action name alone will be used.
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Example: public const int Jump = 1;

Export Map CategoriesExport Map Categories to a class of constants.
Map Categories Class NameName of the class that will contain the Map Category constants. Only valid C# class name characters are allowed. This class name must be unique.
Export LayoutsExport Layouts to a class of constants.
Layouts Class NameName of the class that will contain the Layout constants. Only valid C# class name characters are allowed. This class name must be unique. Layout constants will be wrapped in an additional class named for the Layout type.
Export Custom ControllersExport Custom Controllers to a class of constants.
CC Class NameName of the class that will contain the Custom Controller constants. Only valid C# class name characters are allowed. This class name must be unique.
CC Axes Class Name Name of the class that will contain the Axis constants. Only valid C# class name characters are allowed. This class name must be unique.
CC Buttons Class Name Name of the class that will contain the Button constants. Only valid C# class name characters are allowed. This class name must be unique.
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Data Management:

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Import DataImport data from a file. Imported data can replace or be merged with existing data.
Export DataExport all data to a file.
Compact IdsRe-number all id's so they start at 0 and are sequential with no missing values.
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Misc:

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Export Keys for Localization

Export keys for all objects in the Rewired Input Manager and Controller Data Files to a JSON file.

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You can export keys to a JSON file, then provide a localized string for each key you want translated. Remove any keys for which you do not provide a localized value to save memory and CPU usage during lookups.

Export Keys for ReferenceExport keys for all objects in the Rewired Input Manager and Controller Data Files to a text file.
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Players

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Players

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The Players page allows you to create and edit Players.

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Players are at the center of input in Rewired. Generally, you will always get input from the Player and not from the controllers directly. Because of this, it is necessary to always create at least one Player. (See Players for more detailed information.)

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Players must be assigned controller maps before controls can be mapped to actions. First you create maps in Joystick Maps, Keyboard Maps, Mouse Maps, and Custom Controller Maps, then assign them to each Player.

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Player Properties:

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Player IdThe id of the Player. This can be used to get the player via scripting. (Read-only)
NameUsed to access the player via scripting. Must be unique.
Descriptive NameThe descriptive name which can be shown to players.
KeyKey to identify the Player. This is used for localization and glyph lookup.
Is Playing on StartDoes this Player start with isPlaying = true? This affects controller auto-assignment if you're using that option.
Assign Mouse on StartAssign the Mouse to this Player on start.
Assign Keyboard on StartAssign the Keyboard to this Player on start.
Exclude Joy Auto-AssignDetermines whether Joysticks can be auto-assigned to this Player.
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To create a new Player:
- Click the "New" button below the "Players:" box.

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To name a Player:
- Edit the "Name" and "Descriptive Name" fields in the second column.

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To create a Custom Controller:
- Click the "Custom Controllers" button under "Starting Controllers" then click the "Add Custom Controller" button and choose a controller.

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Note: Custom Controllers, unlike Joysticks, are instantiated for each player. When you add a Custom Controller, the controller will be created on game start and assigned to the Player. If you add the same controller to multiple Players, the Custom Controller will be instantiated for each, therefore setting a Tag on each can be helpful to differentiate the controllers.

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Assign Custom Controller

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Custom Controller Options:

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ControllerThe controller to instantiate for this player.
TagSets a tag on this player's controller. Can be used to get the controller via scripting.
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To assign a controller map:
- Under "Default Controller Maps", click the button that corresponds to the type of Controller Map you wish to assign. Then, click "Add Joystick Map" (or whatever map type you chose) and change the settings. These represent the Controller Maps that will loaded by default in the Player at start or whenever a new Joystick or Custom Controller is assigned to the Player.

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Assign Joystick Maps

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Controller Map Options:

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Start EnabledDoes this controller map start enabled? If set to false, all controls in this map will be ignored.
CategoryThe category of the controller map.
LayoutThe layout of the controller map.
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To configure Layout Manager settings:

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Under "Controller Map Helpers", click the "Layout Manager" button. Layout Manager Settings will be shown in the right column.

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Assign Layout Manager Rule Sets

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Layout Manager Settings:

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Layout Manager Settings

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EnabledIf enabled, the Controller Map Layout Manager will be used in this Player to manage what Controller Maps are loaded based on the Rule Sets assigned.
Load from User Data StoreIf enabled, Controller Maps will be loaded from UserDataStore (if available) instead of from the Rewired Input Manager defaults. If no matching Controller Map is found in UserDataStore, the Rewired Input Manager default will be loaded. Note: The UserDataStore implementation must implement IControllerMapStore to be used.
Starting Rule SetsThe list of starting Rule Sets.
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To assign Layout Manager Rule Sets:

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Click "Add Rule Set" to add a Rule Set to the list. Before you can add Rule Sets here, you must first create some Layout Manager Rule Sets. You can add any number of Rule Sets to the list. These Rule Sets will be assigned to the Player's Layout Manager on start and their rules applied.

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Layout Manager Rule Set Options:

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Layout Manager Rule Set Options

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Start EnabledIf true, the Rule Set will start enabled and be evaluated. Otherwise, it will start disabled and will be ignored.
Rule SetThe rule set.
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To configure Map Enabler settings:

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Under "Controller Map Helpers", click the "Map Enabler" button. Map Enabler Settings will be shown in the right column.

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To assign Map Enabler Rule Sets:

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Assign Map Enabler Rule Sets

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Map Enabler Rule Set Options:

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Enabled 
Starting Rule SetsThe list of starting Rule Sets.
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To assign Map Enabler Rule Sets:

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Click "Add Rule Set" to add a Rule Set to the list. Before you can add Rule Sets here, you must first create some Map Enabler Rule Sets. You can add any number of Rule Sets to the list. These Rule Sets will be assigned to the Player's Map Enabler on start and their rules applied.

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Map Enabler Rule Set Options:

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Map Enabler Rule Set Options

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Start EnabledIf true, the Rule Set will start enabled and be evaluated. Otherwise, it will start disabled and will be ignored.
Rule SetThe rule set.
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Actions

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Actions

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The Actions page allows you to create and edit Actions.

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Category Box:
- Select a category to see the Actions in this category.
- Click "Edit Categories" to add or edit Action Categories.

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Action Box:
- Select an Action to modify its properties.

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Action Properties:

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Action Properties

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CategoryThe Action Category to which the Action belongs.
Action IdUnique identifier for the Action. Can be used to get the value of the action via scripting.
NameUsed to get the value of the action via scripting. Must be unique.
Descriptive NameThe descriptive name that can be shown to players when mapping controls. This name is shown for axes (when not mapped as a split axis) and for buttons.
KeyKey to identify the Action. This is used for localization and glyph lookup.
TypeThe type of element you expect to map to this action. This is to help with user control mapping so you can map split axes. Even if set to Button, full axis data will still be available from GetAxis.
Positive NameDescriptive name for the positive pole of the axis. This can be shown to players if mapping a split axis.
Negative NameDescriptive name for the negative pole of the axis. This can be shown to players if mapping a split axis.
Input BehaviorThe behavior that determines the final processed axis and button values of this action.
Visible in ListsDetermines whether this action appears in certain lists such as in a control remapping UI..
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Input Behaviors

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Input Behaviors

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The Input Behaviors page allows you to create and edit Input Behaviors.

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Input Behaviors allow you to set options for digital axis simulation (sensitivity, gravity, etc.), how to handle mouse axes, a GetButtonDown buffer, button double press speed, button dead zone, and more. You can assign an Input Behavior to an Action on the Actions page.

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Input Behavior Properties:

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NameThe name of this Input Behavior.
Joystick Axis SensitivityAll joystick axes are multiplied by this value.
Digital Axis SimulationEnables digital axis simulation which makes button or key presses contribute to an Action's axis value gradually over time based on gravity and sensitivity. This only affects axis values generated by button and key presses.
Digital Axis SnapWhen input is received in the opposite direction of the current flow, snap axis value to 0 and continue from there. This only affects axis values generated by button and key presses.
Digital Axis Instant ReverseWhen input is received in the opposite direction of the current flow, reverse the current value to the opposite sign and continue from there. This only affects axis values generated by button and key presses.
Digital Axis Gravity

Speed (units/sec) that the axis value falls toward 0. This only affects axis values generated by button and key presses.

Digital Axis Sensitivity

Speed to move toward an axis value of 1.0 in units/sec. This only affects axis values generated by button and key presses.

Mouse XY Axis Mode

Affects how mouse X/Y axes contribute to the value.

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Mouse Axis - Value range that depends on speed of movement. The value can and does exceed +/- 1.0 by a large amount. This value is the same value returned by Unity's Input.GetAxis when axis type is set to Mouse Movement. Mouse Sensitivity is multiplied by the axis value.

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Digital Axis - Any mouse movement returns a value from -1.0 to 1.0 and is smoothed by the digital axis filters. This makes mouse movement behave like a button or key press.

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ScreenPositionDelta - A value from -1.0 to 1.0 that represents the distance moved across the screen over the update cycle. The value is normalized based on the width and height of the screen. A movement across the entire screen distance in one update cycle will return +/- 1.0.

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Speed - A value based on the speed the mouse is moved across the screen. Speed is calculated from the mouse movement delta / delta time. The returned value can exceed +/- 1.0.

Mouse XY Axis Sensitivity

(If Mouse XY Axis Mode = MouseAxis)
- Mouse X/Y axes are multiplied by this value.

Mouse XY Delta Calc

(If Mouse XY Axis Mode = ScreenPositionDelta or Speed)
- Determines how the screen position delta (and therefore speed) is calculated for mouse X/Y axes. An equvalent mouse movement on X and Y will yield a different result for delta X and delta Y if the screen width and height are not equal.

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If you need the delta consistent between X and Y movement, change this to ScreenWidth or ScreenHeight and the delta will be calculated based on only one dimension.
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Note that the returned value may exceed +/- 1.0 if set to a value other than Normal.

Mouse Other Axis Mode

Affects how mouse axes other than X/Y contribute to the value. This affects the mouse wheel axis.

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Mouse Axis - Value range goes beyond -1 to 1 depending on speed of movement. This value is the same value returned by Unity's Input.GetAxis when axis type is set to Mouse Movement. Mouse Other Axis Sensitivity is multiplied by the axis value.

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Digital Axis - Any movement returns -1 to 1 and is smoothed by digital axes values. Mouse movement behaves like a button or keyboard key press. Mouse sensitivity does not affect this mode. Instead, all Digital Axis filters are applied.

Mouse Other Axis Sensitivity(If Mouse Other Axis Mode = MouseAxis)
- All mouse axes except X/Y are multiplied by this value.
Custom Controller Axis SensitivityAll Custom Controller axes are multiplied by this value.
Button Double Press SpeedTime in seconds in which to register a button double-press or double-click.
Button Short Press TimeTime in seconds that a button or axis must be held to register a short press.
Button Short Press Expires In

Time in seconds after a short press is registered after which it will expire and no longer return true for any button events. For example: If you want the press to expire 2 seconds after the press first registers true, set this value to 2. This is useful, for example, if you want short and long presses to be mutually exclusive.

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[0 = Never expires]

Button Long Press TimeTime in seconds that a button or axis must be held to register a long press.
Button Long Press Expires In

Time in seconds after a long press is registered after which it will expire and no longer return true for any button events. For example: If you want the press to expire 2 seconds after the press first registers true, set this value to 2.

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[0 = Never expires]

Button Repeat RateThe number of times per second the button state will be True when queried with GetButtonRepeating or the equivalent event.
Button Repeat DelayThe duration in seconds before repeating will begin after the initial press when queried with GetButtonRepeating or the equivalent event. [0 = No delay]
Button Dead ZoneWhen an action's axis value is below this threshold, GetButton will return false. This is useful if you map axes as buttons. If the value is too low, GetButton may always return true. If the value is 1, it will never return true.
Button Down BufferTime in seconds to buffer GetButtonDown results. This makes GetButtonDown return TRUE for extra time beyond a single frame. This is useful to prevent missing button presses when pressing very rapidly and the game ignores these presses due to some blocking action. Ex: Punching in rapid succession, but presses are ignored during the punch animation. The buffer value should generally be very small such as 0.08 s, but this will depend on your specific needs.
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Map Categories

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Map Categories

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The Map Categories page allows you to create and edit Map Categories.

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See Map Categories for more information.

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Map Category Properties:

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Category IdCan be used to get the category via scripting.
NameThe name of the category. Used for finding content by category in scripting. Must be unique.
Descriptive NameThe descriptive name that can be shown to players.
KeyKey to identify the Map Category. This is used for localization and glyph lookup.
TagAllows you to tag a group of categories and search for categories by tag in scripting.
User AssignableDetermines whether this category appears in certain lists. Also determines whether element assignments can be automatically removed by conflict checking. If not user assignable, conflict checking cannot automatically remove the assignments. This can be used to protect certain elements and prevent the user from mapping actions to those elements which are used for system actions. For example, ESC.
Check Conflicts With All

Determines what map categories to check against for assignment conflicts when the user is mapping a control to a map in this category.

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True = check maps in all categories.
- False = specify which categories to check against.

Check Conflicts With Specific CategoriesAdd specific categories you want to allow conflict checking against. Note that this is not a two-way setting. It only affects conflict checking from controls in this category to the other category. If you want to enable/disable checking for the reverse direction, you must set it in the other category.
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Action Categories

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Action Categories

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The Action Categories page allows you to create and edit Action Categories.

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Action Categories can be used to organize your Actions. Action Categories can also be used in a user control mapping UI to display categorized lists of Actions to the user.

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Action Category Properties:

- - - - - - - - - - - - - - - - - - - - - - - - - -
Category IdCan be used to get the category via scripting. (Read-only)
NameThe name of the category. Used for finding content by category in scripting. Must be unique.
Descriptive NameThe descriptive name that can be shown to players.
KeyKey to identify the Action Category. This is used for localization and glyph lookup.
TagAllows you to tag a group of categories and search for categories by tag in scripting.
Visible in ListsDetermines whether this category appears in certain lists such as in a control remapping UI.
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Custom Controllers

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Custom Controllers

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The Custom Controllers page allows you to create and edit Custom Controllers.

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Custom Controllers are virtual controllers that you can customize, adding as many axes and buttons as you need. Any value can be used to drive the controller's element values. For example, Custom Controllers can be used for on-screeen touch controllers. (See the example in the Rewired/Examples folder.)

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Creating a Custom Controller:
- Click the "New" button below the "Custom Controllers" box to create a new controller.
- Give the controller a Name and Descriptive name under "Controller Properties."
- Add axes and buttons to the controller and define properties for each.

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Custom Controller Properties:

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Custom Controller Properties

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Id

The source id of the Custom Controller.

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Note: This does not correspond to the unique id that will be assigned to the controller when it is instantiated, so it can't be used to get the instantiated controller. However, this can be used to instantiate a Custom Controller of this type manually via scripting.

NameThe name of the controller. Used in scripting. Must be unique.
Descriptive NameThe descriptive name that can be shown to players.
KeyThe controller key. This is used for localization and glyph lookup.
Type GuidThe controller type guid. This is used to uniquely identify Custom Controller type using Controller.hardwareTypeGuid. Each Custom Controller should have a different Guid.
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Axis Properties:

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IdThe element identifier id of the element. Can be used in scripting.
Descriptive NameThe descriptive name of the element. This can be used in scripting and can be shown to players. Must be unique.
Positive Descriptive NameThe descriptive name of the element's positive axis. (Optional)
Negative Descriptive NameThe descriptive name of the element's negative axis. (Optional)
KeyKey to identify the element. This is used for localization and glyph lookup.

Positive Key

Key to identify the element's positive axis direction. This is used for localization and glyph lookup.
Negative KeyKey to identify the element's negative axis direction. This is used for localization and glyph lookup.
Range

What portion of the axis's range contributes to the value?

-

Full = Both positive and negative sides of the axis.
- Positive = Only the positive side of the axis.
- Negative = Only the negative side of the axis.

CalibrateScale and clamp values to a min/max range and apply other calibration transformations. Disable this if you want values to pass through unmodified.
ZeroThe zero point of the axis.
MinThe lowest possible value of the axis. [-1 to 1]
MaxThe highest possible value of the axis. [-1 to 1]
Dead ZoneWhen the axis value falls within the zero point +/- this threshold, the returned value will be zero.
InvertInverts the final value of the axis.
Sensitivity Type

Determines how axis sensitivity will be calculated.
-

-

Multiplier: Value is multiplied by sensitivity.

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Power: Value is raised to a power.
- As power nears 0, sensitivity of the axis closer to the zero/center position increases, while sensitivty closer the max position decreases.
- As power increases past 1, sensitivity of the axis closer to the zero/center position decreases, while sensitivity close to the max position increases.

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Curve: Value is multiplied by a point on a curve.

Sensitivity

The sensitivity value.

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(Only available if Sensitivity Type is set to Multiplier or Power.)

Sensitivity Curve

The sensitivity curve.

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(Only available if Sensitivity Type is set to Curve.)

Coordinate ModeThe coordinate mode of the axis data. This should be set to Relative for axes that return delta values.
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Button Properties:

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Button Properties

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IdThe element identifier id of the element. Can be used in scripting.
NameThe name of the element. This can be used in scripting and shown to players. Must be unique.
KeyKey to identify the element. This is used for localization and glyph lookup.
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Joystick Layouts

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Joystick Layouts

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The Joystick Layouts page allows you to create and edit Joystick Layouts.

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See Layouts for more information.

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Layout Properties:

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Layout IdCan be used to get the layout via scripting.
NameThe name of the layout. Used in scripting. Must be unique.
DescriptionThe descriptive name that can be shown to players.
KeyKey to identify the Layout. This is used for localization and glyph lookup.
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Keyboard Layouts

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Keyboard Layouts

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The Keyboard Layouts page allows you to create and edit Keyboard Layouts.

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See Layouts for more information.

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Layout Properties:

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Layout IdCan be used to get the layout via scripting.
NameThe name of the layout. Used in scripting. Must be unique.
DescriptionThe descriptive name that can be shown to players.
KeyKey to identify the Layout. This is used for localization and glyph lookup.
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Mouse Layouts

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Mouse Layouts

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The Mouse Layouts page allows you to create and edit Mouse Layouts.

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See Layouts for more information.

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Layout Properties:

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Layout IdCan be used to get the layout via scripting.
NameThe name of the layout. Used in scripting. Must be unique.
DescriptionThe descriptive name that can be shown to players.
KeyKey to identify the Layout. This is used for localization and glyph lookup.
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Custom Controller Layouts

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Custom Controller Layouts

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The Custom Controller Layouts page allows you to create and edit Custom Controller.

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See Layouts for more information.

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Layout Properties:

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Layout IdCan be used to get the layout via scripting.
NameThe name of the layout. Used in scripting. Must be unique.
DescriptionThe descriptive name that can be shown to players.
KeyKey to identify the Layout. This is used for localization and glyph lookup.
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Joystick Maps

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Joystick Maps

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The Joystick Maps page allows you to create and edit Joystick Maps. Controller Maps must be assigned to Players or they will have no effect. See the Players page for more information.

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See Controller Maps for more information.

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Selecting a Map:

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To select a map, you must select the following: 1) A Joystick or Joystick Template, 2) a Category, and 3) a Layout.

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Creating a new Map:

-

Select a joystick/template, a category, and a layout, then click the "Create Map" button. A blank map will be created. You can then add elements to the new map by clicking the "New" button beneath the "Elements" box or by clicking the "Create Defaults" button in the same location. "Create Defaults" will create a series of unassigned elements based on the current joystick. You can then assign actions to these elements. Note: "Create Defaults" is only enabled if the map is empty of elements.

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When a Joystick, Template, Category, or Layout has had a map created for it, the name will be displayed in a different color and have an * after it.

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Deleting a Map:

-

Select a joystick/template, a category, and a layout, then click the "Delete Map" button.

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Element Properties (Axis):

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Axis Properties

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ElementThe controller element.
Axis Range

What portion of the axis's range triggers the assigned action?

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Full = Both positive and negative sides of the axis trigger the action.
- Positive = Only the positive side of the axis triggers the action.
- Negative = Only the negative side of the axis triggers the action.

Invert AxisInvert the axis? (Only shown if Axis Range is Full)
Axis Contribution When this element is activated, does it add positive or negative value to the action's final axis value? (Only shown if Axis Range is Positive or Negative)
Action CategoryThe category containing the action to be assigned to this element.
ActionThe action assigned to this element.
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Element Properties (Button):

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Button Properties

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ElementThe controller element.
Axis ContributionWhen this element is activated, does it add positive or negative value to the action's final axis value?
Action CategoryThe category containing the action to be assigned to this element.
ActionThe action assigned to this element.
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Keyboard Maps

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Keyboard Maps

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The Keyboard Maps page allows you to create and edit Keyboard Maps. Controller Maps must be assigned to Players or they will have no effect. See the Players page for more information.

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See Controller Maps for more information.

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Selecting a Map:

-

To select a map, you must select the following: 1) a Category, and 2) a Layout.

-

Creating a new Map:

-

Select a category and a layout, then click the "Create Map" button. A blank map will be created. You can then add elements to the new map by clicking the "New" button beneath the "Elements" box. You can then assign an action to the element.

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When a Category or Layout has had a map created for it, the name will be displayed with an (*) after it.

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Deleting a Map:

-

Select a category and a layout, then click the "Delete Map" button.

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Element Properties:

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Element Properties

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KeyThe keyboard key assigned to this element.
Poll for Key PressAllows you to assign a key by pressing a key on the keyboard. Note: Certain keys may not be assignable via this method such as Left Shift and Right Shift. Those keys can only be assigned manually using the list box.
Modifier Key 1

A modifier key that must be held for this action to return true. The order of multiple modifier key presses makes no difference.

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NOTE: Many modifier key combos do not work correctly in the Unity editor because the key combos are already mapped to Unity functions.

Modifier Key 2

A modifier key that must be held for this action to return true. The order of multiple modifier key presses makes no difference.

Modifier Key 3

A modifier key that must be held for this action to return true. The order of multiple modifier key presses makes no difference.

Axis ContributionWhen this key is pressed, does it add positive or negative value to the action's final axis value?
Action CategoryThe category containing the action to be assigned to this element.
ActionThe action assigned to this element.
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Mouse Maps

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Mouse Maps

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The Mouse Maps page allows you to create and edit Mouse Maps. Controller Maps must be assigned to Players or they will have no effect. See the Players page for more information.

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See Controller Maps for more information.

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Selecting a Map:

-

To select a map, you must select the following: 1) a Category, and 2) a Layout.

-

Creating a new Map:

-

Select a category and a layout, then click the "Create Map" button. A blank map will be created. You can then add elements to the new map by clicking the "New" button beneath the "Elements" box. You can then assign an action to the element.

-

When a Category or Layout has had a map created for it, the name will be displayed with an (*) after it.

-

Deleting a Map:

-

Select a category and a layout, then click the "Delete Map" button.

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Element Properties (Axis):

-

Axis Properties

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ElementThe controller element.
Axis Range

What portion of the axis's range triggers the assigned action?

-

Full = Both positive and negative sides of the axis trigger the action.
- Positive = Only the positive side of the axis triggers the action.
- Negative = Only the negative side of the axis triggers the action.

Invert AxisInvert the axis? (Only shown if Axis Range is Full)
Axis Contribution When this element is activated, does it add positive or negative value to the action's final axis value? (Only shown if Axis Range is Positive or Negative)
Action CategoryThe category containing the action to be assigned to this element.
ActionThe action assigned to this element.
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Element Properties (Button):

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Button Properties

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ElementThe controller element.
Axis ContributionWhen this element is activated, does it add positive or negative value to the action's final axis value?
Action CategoryThe category containing the action to be assigned to this element.
ActionThe action assigned to this element.
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Custom Controller Maps

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Custom Controller Maps

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The Custom Controller Maps page allows you to create and edit Custom Controller Maps. Controller Maps must be assigned to Players or they will have no effect. See the Players page for more information.

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See Controller Maps for more information.

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Selecting a Map:

-

To select a map, you must select the following: 1) A Custom Controller, 2) a Category, and 3) a Layout.

-

Creating a new Map:

-

Select a Custom Controller, a category, and a layout, then click the "Create Map" button. A blank map will be created. You can then add elements to the new map by clicking the "New" button beneath the "Elements" box or by clicking the "Create Defaults" button in the same location. "Create Defaults" will create a series of unassigned elements based on the current Custom Controller. You can then assign actions to these elements. Note: "Create Defaults" is only enabled if the map is empty of elements.

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When a Custom Controller, Category, or Layout has had a map created for it, the name will be displayed with an (*) after it.

-

Deleting a Map:

-

Select a Custom Controller, a category, and a layout, then click the "Delete Map" button.

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Element Properties (Axis):

-

Axis Properties

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ElementThe controller element.
Axis Range

What portion of the axis's range triggers the assigned action?

-

Full = Both positive and negative sides of the axis trigger the action.
- Positive = Only the positive side of the axis triggers the action.
- Negative = Only the negative side of the axis triggers the action.

Invert AxisInvert the axis? (Only shown if Axis Range is Full)
Axis Contribution When this element is activated, does it add positive or negative value to the action's final axis value? (Only shown if Axis Range is Positive or Negative)
Action CategoryThe category containing the action to be assigned to this element.
ActionThe action assigned to this element.
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Element Properties (Button):

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Button Properties

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ElementThe controller element.
Axis ContributionWhen this element is activated, does it add positive or negative value to the action's final axis value?
Action CategoryThe category containing the action to be assigned to this element.
ActionThe action assigned to this element.
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Layout Manager Rules

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Layout Manager Rules

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The Layout Manager Rules page allows you to create and edit Layout Manager Rule Sets and Rules. Rule Sets must be assigned to Players or they will have no effect. See the Players page for more information.

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See Layout Manager for more information.

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Note:

-

Layout Manager Rule Sets Box:
-Select a Rule Set to modify its properties.

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Rule Set Properties:

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Layout Manager Rule Set Properties

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IdThe id of the Rule Set. This can be used in scripting.
NameThe name of the set. Must be unique.
TagAllows you to search for sets by tag in scripting.
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Rules:

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This is the list of Rules in the Rule Set. Add new rules by clicking the "Add Rule" button.

-

Rule Options:

-

Set the properties on the Rule to determine what effect it has.

-

Layout Manager Rule Options

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TagA tag which can be used to find an rule in the list. This is optional.
  
Controller Selector

Determines selection method used to find the devices the entry applies to.

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Available options:

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    -
  • Controller Type - Selects all Controllers that match a specific ControllerType.
  • -
  • Controller Template Type - Selects all Controllers that match a specific Controller Template type.
    -
  • -
  • Hardware Type - Selects all Controllers that match a specific hardware type guid and/or hardware identifier.
  • -
Controller Type

The Controller Type the entry applies to.

Controller Template

The Controller Template type this entry applies to.

- This is only displayed if Controller Selector is set to Controller Template Type.
Controller

The hardware type of the Controller this entry applies to. This targets all Controllers that match a specific recognized hardware type such as all Xbox 360 controllers.

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This is only displayed if Controller Selector is set to Hardware Type.

Hardware Identifier

The hardware identifier of the Controller this entry applies to.This targets all Controllers that match a specific unrecognized hardware type such as for a Joystick that has no controller definition built into Rewired. This value can be obtained from Controller.hardwareIdentifier at runtime. If Controller is set to Unknown Controller and this value is blank, it will match all Unknown Controllers.

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This is only displayed if Controller Selector is set to Hardware Type.

  
CategoriesThe Map Categories of the Controller Maps the rule applies to.
LayoutThe Layout of the Controller Maps the rule applies to.
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Map Enabler Rules

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Map Enabler Rules

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The Map Enabler Rules page allows you to create and edit Map Enabler Rule Sets and Rules. Rule Sets must be assigned to Players or they will have no effect. See the Players page for more information.

-

See Map Enabler for more information.

-

Map Enabler Rule Sets Box:
- Select a Rule Set to modify its properties.

-

Rule Set Properties:

-

Map Enabler Rule Set Properties

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IdThe id of the Rule Set. This can be used in scripting.
NameThe name of the set. Must be unique.
TagAllows you to search for sets by tag in scripting.
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-

Rules:

-

This is the list of Rules in the Rule Set. Add new rules by clicking the "Add Rule" button.

-

Rule Options:

-

Set the properties on the Rule to determine what effect it has.

-

Map Enabler Rule Options

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TagA tag which can be used to find an rule in the list. This is optional.
  
Controller Selector

Determines selection method used to find the devices the entry applies to.

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Available options:

-
    -
  • All - Selects all Controllers.
  • -
  • Controller Type - Selects all Controllers that match a specific ControllerType.
  • -
  • Controller Template Type - Selects all Controllers that match a specific Controller Template type.
    -
  • -
  • Hardware Type - Selects all Controllers that match a specific hardware type guid and/or hardware identifier.
  • -
Controller Type

The Controller Type the entry applies to.

Controller Template

The Controller Template type this entry applies to.

- This is only displayed if Controller Selector is set to Controller Template Type.
Controller

The hardware type of the Controller this entry applies to. This targets all Controllers that match a specific recognized hardware type such as all Xbox 360 controllers.

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This is only displayed if Controller Selector is set to Hardware Type.

Hardware Identifier

The hardware identifier of the Controller this entry applies to.This targets all Controllers that match a specific unrecognized hardware type such as for a Joystick that has no controller definition built into Rewired. This value can be obtained from Controller.hardwareIdentifier at runtime. If Controller is set to Unknown Controller and this value is blank, it will match all Unknown Controllers.

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This is only displayed if Controller Selector is set to Hardware Type.

  
CategoriesThe Map Categories of the Controller Maps the rule applies to. If this is empty, this will apply to all Controller Maps regardless of the Map Category.
LayoutsThe Layouts of the Controller Maps the rule applies to. If this is empty, this will apply to all Controller Maps regardless of the Layout.
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- - - -
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- Rewired Standalone Input Module - -

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Overview

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This is an EventSystem input module component that can be used in place of Unity's StandaloneInputModule. The purpose of this module is to allow Rewired to control navigation of Unity's UI instead of the default UnityEngine.Input.

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When you install or upgrade Rewired, it will automatically install the RewiredStandaloneInputModule.cs file in the Rewired/Integration/UnityUI folder provided you are running Unity 4.6 or greater.

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This component must be added to the Event System in the scene and the default StandaloneInputModule must be disabled or removed. This will allow the UnityUI system to receive input from Rewired. You must also create the appropriate Actions in the Rewired Editor to match the Actions listed in the RewiredStandaloneInputModule and assign these Actions to one or more Controller Maps then assign those to one or more Players.

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IMPORTANT:

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The Rewired Standalone Input Module is not a re-invention of Unity's UI system. It is not a new UI system, it does not attempt to solve issues with Unity UI's design, it does not attempt to add a bunch of new features to Unity UI. It is a simple bridge between Unity UI and Rewired. It does not change how Unity UI works and it has no control over the vast majority of Unity UI functionality which is handled in the UI element components themselves. Once the input is received from Rewired and input events are sent out to the Event System, what happens after that is out of Rewired's responsibility or knowledge.

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The Rewired Standalone Input Module does nothing besides control input in Unity's UI system by changing the underlying input source from UnityEngine.Input to Rewired. If you are having difficulties with controlling the UI, please make sure your problems aren't really pertaining to usage of Unity's UI system before contacting support. I frequently get questions that are actually issues with Unity UI setup and have nothing to do with Rewired. When in doubt, test with the StandaloneInputModule instead of the RewiredStandaloneInputModule. If the problem persists, you know that the issue is not with Rewired but rather something you've missed when setting up Unity UI.

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Please refer to the Unity UI documentation and Unity documentation on the StandaloneInputModule for basic usage.

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Quick Setup

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  1. Create your Unity UI as per normal practice.
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  3. Select the EventSystem object in the scene.
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  5. Disable the StandaloneInputModule component on the EventSystem object.
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  7. Add the RewiredStandaloneInputModule component to the EventSystem object.
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  9. Customize the settings on the RewiredStandaloneInputModule if desired.
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  11. Open the Rewired Editor and create an Action for each of the controls listed in the RewiredStandaloneInputModule. By default, these are "UIHorizontal", "UIVertical", "UISubmit", and "UICancel." The names you create in the Rewired Editor must match exactly those in the RewiredStandaloneInputModule's inspector. If you'd like to change the names of these Actions, you may do so, but they must match between the Rewired Editor and the RewiredStandaloneInputModule.
  12. -
  13. Create one or more Joystick, Keyboard, or CustomController maps with the Actions you created above assigned to elements.
  14. -
  15. Assign the controller maps map(s) to one or more Player.
  16. -
  17. Adjust the settings in the RewiredStandaloneInputModule to change which Player(s) input is drawn from and other options.
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Now your Unity UI should be controlled by Rewired instead of Unity's input system.

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Event System and Component

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You can either create a normal Unity Event System and replace the Standalone Input Module with the Rewired Standalone Input Module component or you can create a Rewired Event System from either of the menu items:

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  • GameObject -> Create Other -> Rewired -> UI -> Rewired Event System
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  • Window -> Rewired -> Create -> UI -> Rewired Event System
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Rewired also comes with the RewiredEventSystem component which has the additional option to allow multiple Event Systems to run in the scene at the same time. This can be useful if you want to create multiple independent UI's for different Players.

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Rewired Actions

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Four Actions must be set up in the Rewired Input Manager and the RewiredStandaloneInputModule in order to control the UI with a keyboard or joystick. These four Actions must have names that match exactly in both the Rewired Input Manager and the RewiredStandaloneInputModule.

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  1. Horizontal Axis - The Action that will control Left/Right movement in the UI.
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  3. Vertical Axis - The Action that will control Up/Down movement in the UI.
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  5. Submit - The Action that submits a button.
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  7. Cancel - The Action that cancels.
  8. -
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The actual names you use are up to you. Of course these Actions must also be assigned to one or more keyboard or joystick maps and assigned to a Player to be functional.

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If you want to use mouse pointers exclusively to interact with the UI, you can set all these Actions to blank strings.

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Alternately, you can set Actions by id by enabling "Set Actions By Id."

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NOTE: It is HIGHLY recommended that you create unique menu-only Actions for these UI controls in a separate controller map category from your game Actions. If you use your in-game actions such as "Move Horizonal" or "Jump" for these UI controls, you run the risk of allowing the user to render the UI unusable because they removed an assignment for one of these game Actions which was also controlling the UI.

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The settings in the RewiredStandaloneInputModule will determine which Players can control the UI. If you check "Use All Rewired Game Players", all Players besides the System Player that have a map configured with these UI Actions will be able to control the UI. If you check "Use Rewired System Player", the same will be true for the System Player. If instead you only want specific Players to control the UI, you can set these Player Ids individually.

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If the UI control speed with a Joystick seems too slow or fast, adjust the "Input Actions Per Second" setting.

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Rewired Input Manager settings -

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This image shows the 4 actions that have been set up for controlling the UI with the keyboard or a joystick.

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Unknown Controllers:
- It is recommended that you create a map for the Unknown Controller. This way, if a user attaches a controller Rewired does not recognize, they should still be able to control the UI reasonably well.

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There is no way to know what axes or buttons will actually be available on these controllers, but you can make some basic assumptions that should allow most controllers to control the UI.

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  • Axis 0: Map to your "UIHorizontal" Action. (Axis 0 is almost always the horizontal axis on the first joystick)
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  • Axis 1: Map to your "UIVertical" Action and Invert this axis. (Axis 1 is almost always the vertical axis on the first joystick and is always inverted.)
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  • Button 0: Map to your "UISubmit" Action.
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  • Button 1: Map to your "UICancel" Action.
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Of course, the above are only recommendations. You can set up your control scheme however you decide.

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Mouse:

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DO NOT map any UI Actions to Mouse buttons or axes. This is a very common mistake and will lead to many problems. See this for more information.

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Inspector Options:

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Inspector

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Rewired Input Manager(Optional) Link the Rewired Input Manager here for easier access to Player ids, etc.
Use Playing Players OnlyAllow only Players with Player.isPlaying = true to control the UI.
Use All Rewired Game PlayersUse all Rewired game Players to control the UI. This does not include the System Player. If enabled, this setting overrides individual Player Ids set in Rewired Player Ids.
Use Rewired System PlayerAllow the Rewired System Player to control the UI.
Rewired Player IdsA list of Player Ids that are allowed to control the UI. If Use All Rewired Game Players = True, this list will be ignored.
Set Actions By IdIf enabled, Action Ids will be used to set the Actions. If disabled, string names will be used to set the Actions.

Horizontal Axis

Name of the horizontal axis for movement (if axis events are used).
Vertical AxisName of the vertical axis for movement (if axis events are used).
Submit ButtonName of the action used to submit.
Cancel ButtonName of the action used to cancel.
Input Actions Per SecondNumber of selection changes allowed per second when a movement button/axis is held in a direction.
Repeat DelayDelay in seconds before vertical/horizontal movement starts repeating continouously when a movement direction is held.
Move One Element Per Axis PressMakes an axis press always move only one UI selection. Enable if you do not want to allow scrolling through UI elements by holding an axis direction.
Allow Mouse InputAllows the mouse to be used to select elements.
Allow Mouse Input If Touch SupportedAllows the mouse to be used to select elements if the device also supports touch control.
Allow Touch InputAllows touch input to be used to select elements.
Deselect If Background ClickedDeselects the current selection on mouse/touch click when the pointer is not over a selectable object.
Deselect Before SelectingDeselects the current selection on mouse/touch click before selecting the next object.
Force Module ActiveForces the module to always be active.
Player MicePlayer Mice allowed to interact with the UI. Each Player that owns a Player Mouse must also be allowed to control the UI or the Player Mouse will not function.
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Player Mouse:

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Background:

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Unity's Standalone Input Module supports 3 methods of user interaction:

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    -
  • Mouse pointer interaction.
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  • Touch interaction.
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  • Keyboard, joystick, other interaction using the "Selectable" system.
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Mouse pointer and touch interaction work in a similar way, using a "pointer" screen position and "clicks" to send enter, exit, click, drag, etc. events to UI components. The pointer position must be over a UI element for the event to be sent.

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Keyboard, joystick, and other interaction work differently from mouse/touch in that they do not use a "pointer", but instead use Unity's "Selectable" system which is part of the Event System and the individual UI components. The Event System supports a single "currently selected" GameObject which acts as the highlighted GameObject. UI element navigation happens when a UI element receives a navigation move event. Submit and Cancel happens when the currently selected GameObject is sent a Submit or Cancel event when the correct button/key is pressed.

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Overview:

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The Rewired Standalone Input Module allows you to use a Player Mouse to control a software mouse pointer using any input device to interact with the UI. This can be useful if you want to be able to interact with a UI using a gamepad but do not want the limitations of the "Selectable" UI system. You can also have multiple separate mouse pointers that can interact with the UI simultaneously*. (See important limitations / issues.)

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You do not have to use a Player Mouse for mouse pointer interaction to work. If you do not assign a Player Mouse, the default hardware mouse will be used which works just like the Standalone Input Module.

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Using a Player Mouse to control the UI:

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    -
  • See Player Controllers and Player Mouse to understand the concepts.
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  • Create a GameObject with a Player Mouse component and configure its Player and element Actions.
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  • Create a pointer GameObject and drive it from the Player Mouse's screen position.
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  • Disable Raycast Target on the pointer's Image component or it will catch the mouse raycasts and block raycasts from hitting the UI elements below the pointer.
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  • Add the Player Mouse in the Rewired Standalone Input Module inspector (or add it through scripting at runtime).
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  • Make sure the Player that owns the Player Mouse is allowed to control the UI. (See inspector options for setting the Players that can control the UI.)
  • -
  • Make sure you disable UI navigation Actions in all Players that control a software pointer. If you have both UI navigation Actions controlling the UI and are moving a mouse pointer around with the same controls, the UI will be completely uncontrollable as the two control systems fight each other.
  • -
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Using multiple Player Mouse pointers:

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You can use multiple Player Mice to drive multiple mouse pointers that can all interact with the UI.* (See important limitations.) Simply create multiple Player Mice, set them up for each Player, and assign them to Player Mice field in the inspector.

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Examples:

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Player Pointer Event Data:

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The Rewired Standalone Input Module will send a PlayerPointerEventData object to all mouse pointer event handlers (Buttons, your scripts that implement the pointer event handler interfaces, etc.) If the handler script is written to support it, you can get Player, button index, and even source Player Mouse information from each event. See the Player Mouse Unity UI example for a demonstration.

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- *Important Limitations / Issues:

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Unity's UI controls were not written to support interaction from multiple sources at the same time. Generally, UI controls work when being interacted with by multiple pointers, but there are some issues/artifacts:

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    -
  • Selectable (Button, Toggle, Slider, etc.) highlighting shows artifacts when multiple pointers interact with it simultaneously. If two mouse pointers are pressing on a Button and one pointer moves out of the Button's area, a PointerExit event will be sent to the Button and it will no longer be highlighted. The pointer remaining over the Button can be clicking on the button, but the visual Button graphic will not show any change as the Button is clicked. The Button will still send events, but the visual feedback will be lost.
  • -
  • Mutiple pointers trying to drag on a UI slider at the same time will yield unpredictable results.
  • -
  • Probably others.
  • -
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Rewired cannot overcome these inherent limitations of Unity UI. The only way to remedy these issues would be to replace all UI components and their base classes with new versions that are multi-pointer aware. This is outside the scope of Rewired, which as input system and not a replacement UI system.

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Troubleshooting:

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Before contacting support for RewiredStandaloneInputModule issues, be sure your issue has to do with Rewired and not just Unity's UI system in general.

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    -
  • The Rewired Standalone Input Module does nothing besides control input in Unity's UI system by changing the underlying input source from UnityEngine.Input to Rewired. If you are having difficulties with controlling the UI, please make sure your problems aren't really pertaining to usage of Unity's UI system before contacting support. I frequently get questions that are actually issues with Unity UI setup and have nothing to do with Rewired. When in doubt, test with the StandaloneInputModule instead of the RewiredStandaloneInputModule. If the problem persists, you know that the issue is not with Rewired but rather something you've missed when setting up Unity UI.
  • -
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Please refer to the Unity UI documentation and Unity documentation on the StandaloneInputModule for basic usage.

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Problem: Receiving duplicate mouse clicks when clicking on a UI button

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Do not assign UI Submit or Cancel Actions to Mouse Left Button or Mouse Right Button or you will receive double-clicks evey time the mouse button is pressed over a button. The mouse button click on a UI element is based on mouse cursor position and does not use the Action system.

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Unity's UI is designed to have two completely different systems for Keyboard/Joystick and Mouse. The Keyboard/Joystick system uses the Navigation system, which involves setting an active selected GameObject in the EventSystem, and the InputModule sends directional navigation events, OnSubmit, and OnCancel events to the currently selected Selectable GameObject in the Event System. This system is only for keyboard/joystick navigation.
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- Mouse navigation does not use any of the above. It uses the mouse pointer position on-screen and the InputModule sends OnClick, OnPointerEnter, OnPointerExit, etc., events to the Selectable on the Game Object under the mouse pointer. Unity's system does not support a Cancel functionality for mouse input.
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- Mapping OnSubmit or OnCancel to mouse buttons will cause the currently selected GameObject in the EventSystem (if one is selected) to receive these events regardless of where the mouse is on the screen. This is normally not what you want to happen when using a mouse pointer.

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Problem: Unity UI navigation with joystick or keyboard doesn't work

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While this is a general Unity UI usage issue and not a Rewired issue in any way, because I've received so many support requests where this ends up being the answer, I've decided to post it here.

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  • Unity UI cannot be controlled by keyboard or joystick unless you specify a current or starting Selectable GameObject in the Unity UI EventSystem.
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Unity UI requires a Selectable to be selected before any navigation will work for joystick or keyboard, otherwise it has no starting point from which to navigate when you press a key or a stick direction. You must either set the First Selected field in the inspector of the EventSystem component, or set the current selected GameObject via scripting as shown below.
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using UnityEngine.EventSystems;
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-void SetSelected(GameObject selectableObject) {
-    // Set the currently selected GameObject
-    EventSystem.current.SetSelectedGameObject(selectableObject);
-}
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Please refer to the Unity documentation for information on how to use Unity UI.

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Problem: Exceptions thrown when making changes to various properties in the Rewired Standalone Input Module from a UI button press

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You should not change certain properties in the Rewired Standalone Input Module from the callback of a UI button press or other UI event (the Action list, the Players list, Player Mouse list, etc.). The module executes its code sequentially, firing UI events synchronously, then continuing execution. If you change certain Rewired properties in the callback of one of these events, lists or objects may be change mid-execution causing it to throw an exception, for example, changing the list of Players that can control the UI in response to a UI button click. This list of Players will be changed, possible during iteration of the same list resulting in null reference exceptions or index out of range exceptions. This is akin to modifying a List in the middle of a foreach loop, which will throw an exception because they have included measures to watch for such illegal operations.

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If you must change a Rewired property from a UI event, use a Coroutine to defer execution of the change until the end of the frame.

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FAQ:

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Does it support multi-player UIs?

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Only partially through the use of Player Mouse pointers or by creating a separate independent UI for each Player.

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It does not support shared multi-player UI navigation using the Unity UI Selectable system. (The system used for joystick/keyboard navigation.)

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The issue here is Unity's UI controls and Event System do not support more - than one simultaneous "selected" object. Their entire system is designed - around the concept of one single user and one selection at a time. The Rewired Standalone Input Module cannot overcome the inherent limitations of Unity's UI system. Supporting multiple simultaneous Selectables would require a complete - rewrite of Unity's Event System and all interactable UI components including Button, Toggle, Slider, etc., and their base classes with new versions that are multi-pointer aware including a new highlighting/transition system. This is outside the scope of Rewired, which is an input system and not a replacement UI system.

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Multiple Independent UI's

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You can, however, create multiple independent UI's for each Player by creating multiple Rewired Event Systems and enabling Always Update on each Rewired Event System in the inspector. Each event system will have its own Rewired Standalone Input Module with its own settings. Each event system will have its own selectable controllable by the Players designated to control it in the Rewired Standalone Input Module.

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You must take care when working with mouse input. If you allow mouse input to control multiple event systems, clicking on a Selectable object with the mouse will cause all event systems to select that same GameObject. This is unlikely to be desirable, so you need to manage which event systems are allowed mouse control. This can be done by disabling mouse input on all but one event system or by using Player Mouse to handle mouse input on all event systems and designating only one Player Mouse to use the hardware pointer position.
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The SaveDataStore component can be used to easily save and load user control configuration data from Rewired. This component is a base class which you can extend to support any data storage format you like.

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Rewired also comes with a SaveDataStore_PlayerPrefs component complete with source code which you can use as a template for designing your own custom data storage system using any storage medium (database, binary files, etc.). The SaveDataStore_PlayerPrefs component can also be used directly in your game and will store your user data in Unity's PlayerPrefs.

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Usage

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Just add a component derived from SaveDataStore (such as SaveDataStore_PlayerPrefs) to your Rewired Input Manager Game Object. When the Rewired Input Manager initializes, it will automatically initialize the SaveDataStore component and make a reference to it accessible via the ReInput.saveDataStore property.

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To save user data: ReInput.saveDataStore.Save().
- To load user data: ReInput.saveDataStore.Load().

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SaveDataStore_PlayerPrefs

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This is a user data storage component that uses Unity's PlayerPrefs class for storing data. Whenever a controller is attached, if any data has been saved before for that controller, it will be loaded from PlayerPrefs. If the user has customized his control mappings, these will be loaded on a per-player, per-controller basis. Controller calibration settings and customized Input Behavior settings will also be loaded. Data will be saved manually when Save() is called or automatically when a controller is disconnected from the system.

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If "Load Data on Start" is checked in the inspector, all controller data will be loaded at the beginning of the session. This is useful if you want the player's last settings to be loaded automatically for any controllers already attached to the system at runtime.

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- Special Platform Support - -

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Platforms:

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Microsoft Windows 10 Universal

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Windows 10 Universal support requires Unity 5.2+

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See Known Issues for Windows 10 Universal

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CRITICAL WARNING: Versions of Rewired prior to 1.1.38.4 no longer work on the UWP platform as of Unity 2020.2.0f1 due to a new bug in IL2CPP. Update to Rewired 1.1.38.4+ to build on this platform.

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CRITICAL WARNING: There is a known issue with Unity on both .NET and IL2CPP builds in Unity 2018.2.0 - 2018.2.18 that causes the application to crash when a gamepad is disconnected. It is recommended you update to a version of Unity of 2018.2.19 or greater. See this form more information.

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End-User Requirements:

- -

Installation:

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To build for the Windows 10 Universal platform, you must install Windows 10 Universal support. In order to build for this platform, you must be using the Windows Unity editor.

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Install Windows 10 Universal platform support through the menu:
- Window -> Rewired -> Setup -> Install Platform Support -> Windows 10 Universal

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IMPORTANT NOTE:

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The following applies ONLY if you have moved the Rewired folder from its default location. If you have not moved the Rewired folder, skip this section and do not make any changes to any DLLs.

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Unity 5+ requires that a Placeholder path be set in the Rewired/Internal/Libraries/Runtime/UWP/Rewired_Core.dll and/or Rewired/Internal/Libraries/Runtime/UWP/IL2CPP/Rewired_Core.dll (depending on your scripting backend) inpspector or you will get compilation errors when you try to compile. If you move Rewired from its default install location, you must set this path to the current location of the main Rewired_Core.dll in your project. If you move the Rewired folder to another directory, this path will have to be changed manually because Unity stores a path here instead of a GUID. Do not make any changes to any DLL unless you have moved Rewired out of its default location.

-

Here are the steps:

-
    -
  1. Rewired/Internal/Libraries/Runtime/UWP/Rewired_Core.dll and/or Rewired/Internal/Libraries/Runtime/UWP/IL2CPP/Rewired_Core.dll in the project view (select and change one at a time).
  2. -
  3. In the inspector, click the Placeholder field and navigate to Assets/Rewired/Internal/Libraries/Runtime/Rewired_Core.dll.
  4. -
  5. Click Apply.
  6. -
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This is not automated because users tend to move Rewired around into various folders in the project. Because Unity chose to store a path here instead of a GUID, the link will break each time the Rewired folder is moved.

-

Enabling HID Joystick Support

-

In Unity 5.6+, you can enable HID device support through the Unity Build Player settings:

-

Build Settings -> Player Settings -> Publishing Settings -> Capabilities -> HumanInterfaceDevice

-

HID

-

While this option was available in older versions of Unity, it did not enable both HID usages 4 and 5 causing some gamepads not to appear to the system.

-

For older versions of Unity, in order to enable support for HID joysticks, after building the project in Unity, open the new Windows 10 Universal project in Visual Studio and edit the Package.appxmanifest file with the XML text editor and add the following lines:

-
<Capabilities>
<DeviceCapability Name="humaninterfacedevice">
<Device Id="any">
<Function Type="usage:0001 0004" />
<Function Type="usage:0001 0005" />
</Device>
</DeviceCapability>
</Capabilities>
-

The <Capabilities> tag and its contents must be placed between the <Package> and </Package> tags. This gives the app permission to read HID joysticks and gamepads. If you do not add this or do not add it correctly, HID joysticks will not work. However, the XBox 360 Controller and other XInput-compatible controllers will still function.

-

WARNING: Unity 2018.2.0 - 2018.2.18: There is a known issue with Unity in IL2CPP builds when enabling support for HID joysticks. See this for more information.

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Error On DLL Import

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Unity reports this error every time the Rewired_Core.dll for Windows 10 Universal .NET is imported or reimported into the project:

-
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'System.Runtime, Version=4.0.20.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'
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Ignore this error. There is no reason for this error and no way to silence it. It has no effect on the functionality of the library.

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Microsoft Xbox One (XDK)

-

The following information applies only to XDK builds:

-

Rewired includes special support for XBox One for better controller support and more accurate hot-plugging behavior. Rewired supports gamepad vibration on XBox One, however you must first install the prerequisite Xbox One native library provided by Unity.

-

If you receive an error when switching to the Xbox One build target in Unity, make sure the Xbox One platform is checked on the Rewired_Core.dll import options.

-

Dependencies

-

Xbox One support requires that you install the following native library provided by Unity in the Plugins/XboxOne folder in your project:

-
    -
  • Gamepad.dll
  • -
-

To get the library, go to:
-Unity Xbox Forums > Unity for Xbox One Downloads (Sticky Topic) > Under the "Plugins" section

-

The file Gamepad.dll can be found in Binaries\Native\Variations\Durango_Release in the plugins package.

-

If this dependiency is not installed correctly, XBox One builds will not function. You will only see black screen when launching the build on the Xbox One if the library is not installed.

-

If Gamepad.dll throws exceptions or causes errors, you will need to rebuild it from source code. Unity provides the source code. They do not continually update the built DLL for every new version of the SDK, so it may not work without being rebuilt to the version of the SDK you are using.

-

Crashes on Start

-

This is always due to improper set up of the dependency noted above. If Gamepad.dll is not found, not in the proper location, or does not have the proper inspector settings to enable it to be included with the XBox One build, all p/invoke calls to Gamepad.dll will fail, which crashes the XBox One rather than throwing an exception which can be caught and handled as happens on all other platforms. If the version of Gamepad.dll you are using does not have the exact method signature Rewired expects, it will also crash. If you upgrade Unity versions but do not update the Gamepad.dll also, it may also crash if the gamepad.dll has been built to a different version of the Xbox One SDK.

-

If for any reason you cannot get the Gamepad.dll, you can disable all calls to the DLL by setting "Xbox One: Disable Vibration" in the Rewired Global Options window which can be found at: Window -> Rewired -> Global Options. This will disable support for gamepad vibration.

-

Accessing XBox One Controller Features

-

Special controller features of the XBox One gamepad such as vibration can be accessed via the XboxOneGamepadExtension class available in the Joystick class as seen in this example.

-

Troubleshooting

-

See Troubleshooting - Xbox One for solutions to issues on the Xbox One platform.

-

 

-
-

Microsoft Xbox Game Core

-

Rewired requires a separate plugin to support the Xbox Game Core platforms. This plugin is only available to licensed Xbox Game Core developers. Please fill out the Xbox Game Core Plugin request form requesting access to the Game Core plugin providing your email address and contact information (including company) that is reigstered with Microsoft and is authorized for Xbox Game Core development. Please be patient as the information has to be validated with Microsoft. You will receive download instructions when the information has been validated.

-

Be sure to check your email spam folder for the download instructions email.

-

 

-
-

PlayStation®4

-

Rewired requires a separate plugin to support the PlayStation®4 platform. This plugin is only available to licensed PlayStation 4 developers. You can register for the Rewired plugin on PS4 DevNet under the Tools & Middleware section. You will receive an email with download instructions when your registration has been processed.

-

Be sure to check your email spam folder for the download instructions email. If you have not received download instructions 24 hours after registering, contact support.

-

 

-
-

PlayStation®5

-

Rewired requires a separate plugin to support the PlayStation®5 platform. This plugin is only available to licensed PlayStation 5 developers. You can register for the Rewired plugin on PS5 DevNet under the Tools & Middleware section. You will receive an email with download instructions when your registration has been processed.

-

Be sure to check your email spam folder for the download instructions email. If you have not received download instructions 24 hours after registering, contact support.

-

 

-
-

Nintendo Switch

-

Rewired requires a separate plugin to support the Nintendo Switch platform. This plugin is only available to licensed Nintendo developers. More information can be found on the Nintendo Developer Portal.

-

Fill out the form on the Nintendo Developer Portal for the Rewired Nintendo Switch Plugin and wait until you receive a response by email with instructions on how to download it. You will receive an email with download instructions when your registration has been processed.

-

Be sure to check your email spam folder for the download instructions email. If you have not received download instructions 24 hours after registering, contact support.

-

 

-
-

Google Stadia

-

Rewired requires a separate plugin to support the Stadia platform. This plugin is only available to licensed Stadia developers. Please contact your Stadia developer account manager for details on how to register for the plugin.

-

Be sure to check your email spam folder for the download instructions email.

-

 

-
-

Steam

-

See Best Practices - Steam and the Troubleshooting - Steam documentation for more information.

- - - -
- -
- -
-
- - - - diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/SpecialPlatformSupport.html.meta b/Assets/ThirdParty/Rewired/Documentation/Html/SpecialPlatformSupport.html.meta deleted file mode 100644 index 1d0a17184..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/SpecialPlatformSupport.html.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 32707207777fa9e4f8e824d427712f03 -TextScriptImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/SupportedControllers.html b/Assets/ThirdParty/Rewired/Documentation/Html/SupportedControllers.html deleted file mode 100644 index 00f5fd271..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/SupportedControllers.html +++ /dev/null @@ -1,5205 +0,0 @@ - - - - - -Rewired Documentation | Supported Controllers - - - - - - - - - - - - - - - - - - - - - - - - - -
- - -
- - - -
- - - -
- - - - - - - -
- - -

- Supported Controllers - -

- - -

Rewired supports most USB and Bluetooth controllers available, many with extended support. [1]

-

Controllers with Extended Support

-

Controllers with hardware definitions are recognized on each platform and are fully mappable by element name, have standardized axis directions, and may be compatible with a Controller Template for easy mapping. For all other controllers that do not appear in the following tables, please see this important note.

-

Rewired currently includes extended support for the following game controllers as of version 1.1.57.3:

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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Gamepads

Windows
- (Native) -
MacOS
- (Native) -
Windows 8.0 Store
- (Native)
Windows 8.1 Store
-(Native)
Windows 10 Universal
- (Native)
Linux (Native) [15]Linux Fallback [2]
-
Android [2]Amazon Fire TV [2]Apple iOS / tvOS [2]Webplayer (Windows / MacOS Fallback) [2]
Microsoft XBox 360 Controller (Wired)
- (Includes many generics/clones)
Yes
- (Vibration supported)

Yes
-
Driver Required
(Vibration supported)

Yes
- (Vibration supported)
Yes
- (Vibration supported)
Yes
- (Vibration supported)
Yes
- (Vibration supported)
YesYesYesNo

Windows: Yes
- MacOS: Yes (Driver Required)

Microsoft XBox 360 Controller (Wireless)
- (Includes many generics/clones)

Yes
- (Vibration supported)

Yes
-
Driver Required
- (Vibration supported)

Yes
- (Vibration supported)
Yes
- (Vibration supported)
Yes
- (Vibration supported)
Yes
-
(May have issues [5])
-(Vibration supported)
Yes
-
(May have issues [5])
Yes
-
(May have issues [5])
YesNoWindows: Yes
- MacOS: Yes (Driver Required)
Microsoft XBox One Controller

Yes
- (Vibration supported)

-

(Trigger vibration supported using Windows Gaming Input.)

Yes
-
Driver Required for IO Kit
- (Vibration supported)

-

(Driver not required for Game Controller Framework)

Yes
- (Vibration supported)
Yes
- (Vibration supported)
Yes
- (Vibration supported)
YesYesNoAndroid FallbackNoWindows: Yes
- MacOS: No
Microsoft XBox One S & Xbox Series S|X Controller

Yes
- (Vibration supported)

-

(Trigger vibration supported using Windows Gaming Input.)

Yes
-
- (Vibration not supported, Bluetooth only)
- Driver Required for USB on IO Kit

-

(Driver not required for Game Controller Framework)

Yes
- (Vibration supported)
Yes
- (Vibration supported)
Yes
- (Vibration supported)
YesYesYes
- (Bluetooth only)
NoiOS 13+Windows: Yes
- MacOS: Yes
Sony DualShock 2 (Insten Adapter) [7]YesYesNoYesYesYesYesPartial [4]
- (L1, R1, R2, Select, Start, LSB, RSB not working)
Android FallbackNo

Windows: Yes
- MacOS: - Yes

Sony DualShock 2 (My-Power CO., LTD Adapter)YesYesNoYesYesYesYesNoAndroid FallbackNoWindows: Yes
- MacOS: Yes
Sony DualShock 2 (TigerGame PS/PS2 Adapter)YesYesNoNot Mapped YetNot Mapped YetYesNot Mapped YetNoAndroid FallbackNoWindows: Not Mapped Yet
- MacOS: Not Mapped Yet
Sony DualShock 3 (Wired)XBox 360 Emulation Required
- (Driver)
YesNoXBox 360 Emulation Required
- (Driver)
XBox 360 Emulation Required
- (Driver)
NoNoYesAndroid FallbackNo

Windows: XBox 360 Emulation Required (Driver)
- MacOS: Yes

Sony DualShock 3 (Bluetooth)NoYesNoNoNoYes
- (QTSixA Driver)
Yes
- (QTSixA Driver)
NoAndroid FallbackNoWindows: No
- MacOS: Yes
PS3 Controller (Gasia Wireless USB Adapter. Includes Trust GXT 39)YesYesNoYesYesYesYesPartial [4]
- (L1, R1, R2, Select, Start, LSB, RSB not working)
Android FallbackNoWindows: No
-MacOS: Yes

PS3 Controller
- (Mayflash Wireless USB Adapter)

Yes [14]YesYes
- (XInput mode only)
Yes [14]Yes [14]Yes
- (XInput mode only)
Yes
- (XInput mode only)
NoNoNoWindows: Yes [14]
- MacOS: Yes
Sony DualShock 4 (Wired)

Yes
- (All features supported with Raw Input + Enhanced Device Support

Yes
- (All features supported with Enhanced Device Support)

-

Game Controller Framework: (All features supported)

NoYesYesYes
- (Only vibration supported of special features)
YesYesAndroid FallbackNoWindows: Yes
- MacOS: Yes
Sony DualShock 4 (Bluetooth)Yes
- (All features supported with Raw Input + Enhanced Device Support)

Yes
- (All features supported with Enhanced Device Support)

-

Game Controller Framework: (All features supported)

NoYesYesYes
- (Only vibration supported of special features)
YesYesYesiOS 13+

Windows: No [8]
- MacOS: - Partial [8]
- (D-Pad not working)

Sony DualShock 4 (USB Wireless Adaptor)

Yes
- (All features supported with Raw Input + Enhanced Device Support)

Yes
- (All features supported with Enhanced Device Support)

-

Game Controller Framework: (All features supported)

NoYesYesYes
- (Only vibration supported of special features)
YesYesAndroid FallbackNoWindows: Yes
- MacOS: No
Sony DualSense (Wired)

Yes
- (All features supported with Raw Input + Enhanced Device Support)

IO Kit: Yes
- (All features supported with Enhanced Device Support)
-

- Game Controller Framework: (All features except haptic triggers)

NoMaybe
- (untested)
Maybe
- (untested)
Yes [18]
- (All features supported with Enhanced Device Support)
YesYesAndroid FallbackNoWindows: As DS4
- MacOS: As DS4
Sony DualSense (Bluetooth)Yes
- (All features supported with Raw Input + Enhanced Device Support)

IO Kit: Yes
- (All features supported with Enhanced Device Support)

-

Game Controller Framework: (All features except trigger haptics supported)

NoYesYesYes [18]
- (All features supported with Enhanced Device Support)
YesYesMaybe
- (untested)
No

Windows: As DS4
- MacOS: As DS4

Nintendo Switch Joy-Con (Left)Yes [20]
- (Raw Input + Enhanced Device Support required for analog axis values and vibration)

Yes [20]
- (Enhanced Device Suport Required for analog axis values and vibration)

NoYes [20]Yes [20]Yes [18]
- (All features supported with Enhanced Device Support)
Yes [20]Partial [20]
- (ZL not working)
Android FallbackNoWindows: No
- MacOS: Yes
Nintendo Switch Joy-Con (Right)Yes [20]
- (Raw Input + Enhanced Device Support required for analog axis values and vibration)
Yes [20]
- (Enhanced Device Suport Required for analog axis values and vibration)
NoYes [20]Yes [20]Yes [18]
- (Enhanced Device Suport Required for analog axis values and vibration)
Yes [20]Partial [20]
- (ZR not working)
Android FallbackNoWindows: No
- MacOS: Yes [20]
Nintendo Switch Pro Controller (Wired)No

No

NoNoNoYesUnknownUnknownAndroid FallbackNoWindows: No
- MacOS: No
Nintendo Switch Pro Controller (Wireless)Yes
- (Raw Input + Enhanced Device Support)

IO Kit: Yes (Enhanced Device Suport Required)

-

Game Controller Framework: Yes

NoNoNoYes [18]
- (Enhanced Device Suport Required for analog axis values and vibration)
UnknownUnknownAndroid FallbackNoWindows: No
- MacOS: No
Logitech F310 (X mode)YesYes
- Driver Required
YesYesYesYesYesYesYesNoWindows: Yes
- MacOS: Yes
Logitech F310 (D mode)YesYesNoYesYesYesYesNoNoNoWindows: Yes
- MacOS: Yes
Logitech F710 (X mode)YesMaybe
- Driver Required
YesYesYesYesYesNoAndroid FallbackNoWindows: Yes
- MacOS: Yes

Logitech F710 (D mode)

YesYesNoYesYesYesYes

Yes

Android FallbackNoWindows: Yes
- MacOS: Yes
Logitech Dual ActionYesYesNoYesYesYesYesYesYesNoWindows: Yes
- MacOS: Yes
Logitech RumblePad 2 USBYesYesNoYesYesNot Mapped YetNot Mapped YetNot Mapped YetAndroid FallbackNoWindows: Yes
- MacOS: Yes
Steam Controller (Includes Steam Streaming, Steam Link)Yes
- (XInput Required)
YesNoNoNoYesYesNoNoNoWindows: Yes
-MacOS: Yes
Saitek P880YesYesNoYesYesYesYesPartial [4]
- (L, R, 6, LSB, RSB, Shift not working)
Android FallbackNoWindows: Yes
- MacOS: Yes
Saitek P990YesYesNoYesYesYesYesPartial [4]
- (L2, R1, R2, Silver, Black, LSB, RSB, FPS not working)
Android FallbackNoWindows: Yes
- MacOS: Yes
Game Elements GGE909 RecoilYesYesNoYesYesYesYesPartial [4]
- (L2, R1, R2, Select, Start, LSB, RSB not working)
Android FallbackNoWindows: Yes
- MacOS: Yes
Nyko AirFlo EXYesYesNoYesYesYesYesPartial [4]
- (L2, R1, R2, 9, 10, 11, LSB, RSB not working)
Android FallbackNoWindows: Yes
- MacOS: Yes
Radio Shack PC Gaming ControllerYesYesNoYesYesYesYesPartial [4]
- (L2, R1, R2, 9, 10, LSB, RSB not working)
Android FallbackNoWindows: Yes
- MacOS: Yes

GameSir G3

Yes
- (wired only)

Yes
- (wired only)

NoYes
- (wired only)
Yes
- (wired only)
YesYesYesYesNoWindows: No
-MacOS: No

GameSir G3s

YesYesYes
- (X mode only)
YesYesYesYesYesYesNoWindows: Yes (X mode only)
-MacOS: Yes
-(X mode only)

GameSir G3v

YesYesYes
- (X mode only)
YesYesYesYesYesYesNoWindows: Yes (X mode only)
-MacOS: Yes
-(X mode only)

GameSir G3w

Yes

Yes
- (DI mode)
-
Maybe [22]
- (X mode)

Yes
- (X mode only)
YesYesYesYesYesYesNoWindows: Yes
- MacOS: Yes
- (DI mode)
- Maybe [22]
- (X mode)

GameSir G4

YesYesYes
- (X mode only)
YesYesYesYesYesYesNoWindows: Yes (X mode only)
- MacOS: Yes
-
(X mode only)

GameSir G4s

YesYesYes
- (X mode only)
YesYesYesYesYesYesNoWindows: Yes (X mode only)
-MacOS: Yes
-(X mode only)
Zhidong N
(XInput mode)
YesYes
- Driver Required
YesYesYesYesYesNoAndroid FallbackNoWindows: Yes
-MacOS: Yes
Zhidong N
(Direct Input mode)
YesNoNoYesYesYesYesYesAndroid FallbackNoWindows: Yes
-MacOS:
Zhidong N (Android mode)YesNoNoYesYesYesYesYesAndroid FallbackNoWindows: Yes
-MacOS: No

Zhidong V+ (XInput mode)

YesNoYesYesYesYesYesYesAndroid FallbackNoWindows: Yes
- MacOS: No

Zhidong V+ (Direct Input mode)

YesYesYesYesYesYesYesYesAndroid FallbackNoWindows: Yes
- MacOS: Yes

Elecom Gamepad (JC-U3312S)

YesYesNoYesYesYesYesYesAndroid FallbackNoWindows: Yes
- MacOS: Yes
Nintendo 64 Controller (Mayflash N64 Controller Adapter for PC USB, 2-port)YesYesNoYesYesYesNoNoAndroid FallbackNoWindows: No
- MacOS:
GameCube Controller (Mayflash 2-port USB adapter, Mayflash 2-port adapter for WiiU & PC, Mayflash 4-port adapter for WiiU & PC)YesYesNoYesYesYesYesPartial [4]
- (L/R Press, Z, Start not working)
Android FallbackNoWindows: Yes (2/4 port adapters for WiiU & PC only.)
- MacOS: Yes
WiiU Pro Controller
- (Mayflash Wireless USB adapter)
Yes [14]YesYes
- (XInput mode only)
Yes [14]Yes [14]Yes
- (XInput mode only)
Yes
- (XInput mode only)
Yes
- (XInput mode only)
Yes
- (XInput mode only)
NoWindows: Yes
- MacOS: Yes
Atari Jaguar Controller
- (Jaguar2USB adapter)
YesYesNoYesYesYesNot yet mappedNot yet mappedAndroid FallbackNoWindows: Not yet mapped
- MacOS: Not yet mapped

Horipad Ultimate HIP-047U (iOS/MacOS MFi)

Yes
- (w/ pressure-sensitive buttons)
Yes
- (w/ pressure-sensitive buttons)
NoYes
- (w/ pressure-sensitive buttons)
Yes
- (w/ pressure-sensitive buttons)
NoNoNoNoYesWindows: No
-MacOS: No
SteelSeries Stratus XL
- (iOS/MacOS MFi version)
Yes
- (w/ pressure-sensitive buttons)
Yes
- (w/ pressure-sensitive buttons)
NoYes
- (w/ pressure-sensitive buttons)
Yes
- (w/ pressure-sensitive buttons)
NoNoNoNoYesWindows: No
- MacOS: No
SteelSeries Nimbus (iOS/MacOS MFi)Yes
- (w/ pressure-sensitive buttons)
Yes
- (w/ pressure-sensitive buttons)
NoYes
- (w/ pressure-sensitive buttons)
Yes
- (w/ pressure-sensitive buttons)
NoNoNoNoYesWindows: No
- MacOS: No
SteelSeries Nimbus+ (iOS/MacOS MFi)No [4]YesNoNo [4]No [4]No
- (Some elements not working)
No
- (Some elements not working)
No
- (Some elements not working)
NoYesWindows: No
- MacOS: Yes
Mad Catz C.T.R.L.RYes
-
(PC Mode)
Yes
-
(PC Mode)
NoYes
-
(PC Mode)
Yes
-
(PC Mode)
Yes
-
(PC Mode)
Yes
-
(PC Mode)
Yes
- (GameSmart Mode)
Yes
- (GameSmart Mode)
NoWindows: No [12]
- MacOS: No
Mad Catz Micro C.T.R.L.RYes
-
(PC Mode)
Yes
-
(PC Mode)
NoYes
-
(PC Mode)
Yes
-
(PC Mode)
Yes
-
(PC Mode)
Yes
-
(PC Mode)
Yes
- (GameSmart Mode)
Yes
- (GameSmart Mode)
NoWindows: No [12]
- MacOS: No
Red Samurai Wireless Android Gamepad (G mode)YesYesNoYesYesYesYesYesYesNoWindows: Yes
- MacOS: Yes
SteelSeries FREEYesYesNoYesYesYesYesYesYesNo

Windows: No [12]
-
MacOS: Yes

SteelSeries Stratus XL
- (Windows/Android version)

Yes

YesNoYesYesYesYesYes [16]Yes [16]No

Windows: Yes [19]

idroid:con Snakebyte (Mode 1)YesYesNoYes
Yes
Yes
YesPartial [4]
- (L2, R1, R2, Select, Start, LSB, RSB not working)
Android FallbackNoWindows: Yes
- MacOS: Yes
idroid:con Snakebyte (Mode 2)YesYesNoYes
Yes
Yes
No [10]No [10]No [10]NoWindows: No [10]
- MacOS: No [10]
ípega Wireless GAMEPAD Controller (PG-9017s)Yes
- (Gamepad Mode)
Yes
- (Gamepad Mode)
NoYes
- (Gamepad Mode)
Yes
- (Gamepad Mode)
Yes
- (Gamepad Mode)
Yes
- (Gamepad Mode)
YesNoNoWindows: No [11]
- MacOS: No
ípega BLUETOOTH Classic GamePad (PG-9021)Yes
- (Gamepad Mode)
Yes
- (Gamepad Mode)
NoYes
- (Gamepad Mode)
Yes
- (Gamepad Mode)
Not Mapped YetYes
- (Gamepad Mode)
YesAndroid FallbackNoWindows: No [11]
- MacOS: No
ípega Multi-Media Bluetooth Controller (PG-9025)Yes
- (Gamepad Mode)
Yes
- (Gamepad Mode)
NoYes
- (Gamepad Mode)
Yes
- (Gamepad Mode)
Yes
- (Gamepad Mode)
Yes
- (Gamepad Mode)
YesNoNoWindows: No [11]
- MacOS: No

Nyko Playpad

Yes
- (Gamepad Mode)
YesNoYesYesYesYesYesYesNoWindows: No [12]
- MacOS: No
Nyko Playpad Pro

Yes
- (Gamepad Mode)

YesNoYesYesYesYesYesYesNoWindows: No [12]
- MacOS: No
Samsung EI-GP20 Smartphone Game PadYesYesNoYesYesYesYesYesYesNoWindows: No [12]
- MacOS: Yes
Moga Hero PowerYes
- (Mode B only)
Yes
- (Mode B only)
NoYes
- (Mode B only)
Yes
- (Mode B only)
Yes
- (Mode B only)
Partial
- (Mode B only, select not working)
Yes
- (Mode B only)
Yes
- (Mode B only)
NoWindows: No [12]
- MacOS: Partial
- (Mode B only, L2, R2 not working
Moga Pro PowerYes
- (Mode B only)
Yes
- (Mode B only)
NoYes
- (Mode B only)
Yes
- (Mode B only)
Yes
- (Mode B only)
Partial
- (Mode B only, select not working)
Yes
- (Mode B only)
Yes
- (Mode B only)
NoWindows: No [12]
- MacOS: Partial
- (Mode B only, L2, R2 not working)
Thrustmaster Score-AYes
- (PC mode only)
Yes
- (PC mode only)
NoYes
- (PC mode only)
Yes
- (PC mode only)
Yes
- (PC mode only)
Yes
- (PC mode only)
Yes
- (Android mode only)
Android FallbackNoWindows: No [12]
-MacOS: No [12]
Thrustmaster Dual Analog 3Yes Not yet mappedNoYesYesYes Not yet mapped Not yet mappedAndroid FallbackNoWindows: Not yet mapped
-MacOS: Not yet mapped
XiaoMi Wireless Game ControllerYesYesNoYesYesYesNoYesAndroid FallbackNoWindows: Yes
-MacOS: No [12]
Satechi Bluetooth Wireless Universal Gamepad (ST-UBGC)Yes
-
(Android Mode)
Yes
-
(Android Mode)
NoYes
-
(Android Mode)
Yes
-
(Android Mode)
Yes
-
(Android Mode)
Yes
-
(Android Mode)
Yes
-
(Android Mode)
Android FallbackNoWindows: No [12]
-MacOS: No
8Bitdo NES30 / FC30 (Wired. Requires firmware 2.69+)YesYesNoYesYesYesYesPartial [4]
- (L, R, Select, Start not working)
NoNoWindows: Yes
- MacOS: Yes
8Bitdo NES30 / FC30 (Bluetooth, Mode 1. Requires firmware 2.69+)YesYesNoYesYesYesYesYesYesNoWindows:No
- MacOS: Yes
8Bitdo NES30 / FC30 (Bluetooth, Joy Mode)YesYesNoYesYesYesYesYesYesNoWindows: No [12]
- MacOS: No
8Bitdo SNES30 / SFC30 (Wired. Requires firmware 2.69+)YesYesNoYesYesYesYesPartial [4]
- (L, R, Select, Start not working)
NoNoWindows: Yes
- MacOS: Yes
8Bitdo SNES30 / SFC30 (Bluetooth, Mode 1. Requires firmware 2.69+)YesYesNoYesYesYesYesYesYesNoWindows:No
- MacOS: Yes
8Bitdo SNES30 / SFC30 (Bluetooth, Joy Mode)YesYesNoYesYesYesYesYesYesNoWindows: No [12]
- MacOS: No
8Bitdo NES30 Pro / FC30 Pro
- (Wired. Requires firmware 1.68+)
YesYesNoYesYesYesYesYesAndroid FallbackNoWindows: Yes
-MacOS: Yes
8Bitdo NES30 Pro / FC30 Pro
- (Bluetooth, Mode 1)
YesYesNoYesYesYesYesYesAndroid FallbackNoWindows: No
-MacOS: No

8Bitdo SN30 Pro / SF30 Pro / SN30 Pro +
- (Wired, Pro firmware 1.33, Plus firmware 3.02)
-

Modes:
- Win: Yes
- Mac: Yes
- Android: Yes
- Switch: No

Modes:
- Win: Yes
- Mac: Yes
-Android: Yes
-Switch: No
Modes:
- Win: Yes
- Mac: No
-Android: No
-Switch: No
Modes:
- Win: Yes
- Mac: Yes
-Android: Yes
-Switch: No
Modes:
-Win: Yes
-Mac: Yes
-Android: Yes
-Switch: No
Modes:
-Win: Yes
-Mac: Yes
-Android: Yes
-Switch: No
Modes:
-Win: Yes
-Mac: Yes
-Android: Yes
-Switch: No
Modes:
-Win: Yes
-Mac: Yes
-Android: Yes
-Switch: No
Android FallbackNo

Windows:
- Modes:
- Win: Yes
- Mac: Yes
- Android: Yes
- Switch: No

-

MacOS:
-Modes:
- Win: Yes
- Mac: Yes
- Android: Yes
- Switch: No

8Bitdo SN30 Pro / SF30 Pro / SN30 Pro +
- (Bluetooth, Pro firmware 1.33, Plus firmware 3.02)

Modes:
- Win: Yes
- Mac: Yes [23]
-Android: Yes
-Switch: Yes

-

 

Modes:
- Win: Yes
- Mac: Yes
-Android: Yes
-Switch: Yes

Modes:
- Win: Yes
- Mac: No
-Android: No
-Switch: No
Modes:
-Win: Yes
-Mac: Yes
-Android: Yes
-Switch: Yes
Modes:
-Win: Yes
-Mac: Yes
-Android: Yes
-Switch: Yes
Modes:
-Win: Yes
-Mac: Yes
-Android: Yes
-Switch: Yes
Modes:
-Win: Maybe
-Mac: Yes
-Android: Yes
-Switch: No
Modes:
-Win: No [10]
-Mac: Yes
-Android: Yes
-Switch: Yes
Android FallbackNo

Windows:
- Modes:
- Win: Yes
- Mac: No [8]
- Android: No [12]
- Switch: No [12]

-

MacOS:
- Modes:
- Win: Yes
- Mac: Yes
- Android: No [10]
- Switch: No

8Bitdo AP40
- (Wired)
YesYesNoYesYesYesYesYesAndroid FallbackNoWindows: Yes
- MacOS: Yes
8Bitdo AP40
- (Bluetooth, Mode 1)
YesYesNoYesYesYesYesYesAndroid FallbackNoWindows: No
- MacOS: No
8Bitdo Zero (Bluetooth)Yes
- (Windows Mode)
Yes
- (Windows Mode)
NoYes
- (Windows Mode)
Yes
- (Windows Mode)
Yes
- (Windows Mode)
Yes
- (Windows Mode)
Yes
- (Android mode, Windows mode)
Android FallbackNoWindows: No [12]
-MacOS: No
8Bitdo RB8-64 Bluetooth Controller (Bluetooth, Mode 1 - Joystick)YesYesNoYesYesYesYesYesAndroid FallbackNoWindows: No [12]
- MacOS: Yes
8Bitdo RB8-64 Bluetooth Controller (Wired, Mode 5 - USB Joystick)YesYesNoYesYesYesYesYesAndroid FallbackNoWindows: Yes
- MacOS: Yes
Buffalo BGCFC801 (NES/Famicom Gamepad w/ Turbo)YesYesNoYesYesYesYesPartial [4]
- (R, Select, Start not working)
NoNoWindows: Yes
- MacOS: Yes
Buffalo BSGP801 (SNES Gamepad w/ Turbo)YesYesNoYesYesYesYesYesNoNoWindows: Yes
- MacOS: Yes
Ouya GamepadYesYesNoYesYesYesYesYesYesNoWindows: Yes
- MacOS: Yes
GameStick ControllerYesYesNoYesYesYesYesYesYesNoWindows: No
- MacOS: No
Amazon Fire Game ControllerYesYesNoYesYesYesYesYesYesNoWindows: No [12]
- MacOS: No
Google Nexus Player GamepadNoYesNoNoNoYesPartial
- (Back, Start not working)
YesYesNoWindows: No [12]
- MacOS: Partial
- (L/R triggers not working)
Razer ServalYesYesNoYesYesYesPartial
- (Back, Home not working)
Partial
- (Select, Start not working)
Android FallbackNo

Windows: Partial
- (L/R triggers not working)
- MacOS: Partial
- (L/R triggers not working)

Nvidia Shield Controller (2015 Model) (Wired)YesYesYesYesYesYesYesNo [8]Android FallbackNoWindows: Partial
- (L/R triggers not working)
- MacOS: No
Nvidia Shield Controller (2015 Model) (Wireless)NoNoNoNoNoNoNoYes [6]NoNoWindows: No
- MacOS: No
Nvidia Shield Controller (2017 Model)YesYesNoYesYesYesYesYes [6]Android FallbackNoWindows: No
- MacOS:
Stadia GamepadYesYesNoMaybe
- (untested)
Maybe
- (untested)
YesYesYesAndroid FallbackNoWindows: Yes
- MacOS: Yes
 

Flight Controllers

Windows
- (Native)
MacOS
- (Native)
Windows 8.0 Store
- (Native)
Windows 8.1 Store
- (Native)
Windows 10 Universal
- (Native)
Linux (Native) [15]Linux Fallback [2]Android [2]Amazon Fire TV [2]Apple iOS / tvOS [2]Webplayer (Windows / MacOS Fallback) [2]
CH Products Combatstick USBYesYesNoYesYesYesNot Mapped YetNot Mapped YetAndroid FallbackNoWindows: Not Mapped Yet
-MacOS: Not Mapped Yet
CH Products Fighterstick USBYesYesNoYesYesYesYesPartial [4]
- (Most hats not working)
Android FallbackNoWindows: Yes
- MacOS: Yes
CH Products Flightstick ProYesYesNoYesYesYesNot Mapped YetNot Mapped YetAndroid FallbackNoWindows: Not Mapped Yet
-MacOS: Not Mapped Yet
CH Products Eclipse YokeYesYesNoYesYesYesPartial [2]
- (Buttons 21-26 not working)
Partial [4]
- (Most buttons, right hat not working)
Android FallbackNoPartial [2]
- (Buttons 21-26 not working)
CH Products Pro ThrottleYesYesNoYesYesYesYesPartial [4]
- (Most buttons and hats not working)
Android FallbackNoWindows: Yes
- MacOS: Yes
CH Products Pro PedalsYesYesNoYesYesYesNoNoAndroid FallbackNoWindows: Yes
- MacOS: Yes
 CH Products Throttle QuadrantYesYesNoYesYesYesYes [9]Partial [4]
- (Switch 3 down, Switches 4-6 not working)
Android FallbackNoWindows: Yes
- MacOS: Yes
Saitek X45 Digital Joystick & ThrottleYesYesNoYesYesYesNot Mapped YetNot Mapped YetAndroid FallbackNo

Windows: Partial [2]
- MacOS: Partial [2]

-

(Hat 3 Up/Dn, Mouse Cursor, Mouse Cursor Button not working)

Saitek X52 Flight Control SystemYesYesNoYesYesYesPartial [2]
- (Buttons 20-34 not working)

Partial [4]
- (Most buttons not working)

-

 

Android FallbackNo

Windows: Partial [2]
- MacOS: Partial [2]

-

(Buttons 20-34, Mouse Nub not working)

Saitek X52 Pro Flight Control SystemYesYesNoMaybe [17]
- (untested)
Maybe [17]
- (untested)
YesPartial [2]
- (Many elements not working)

Partial [4]
- (Many elements not working)

Android FallbackNo

Windows: Partial [2]
- MacOS: Partial [2]

-

(Many elements not working)

Saitek X-55 Rhino StickYesYesNoYesYesYesYes

Partial [4]
- (All hats, pull trigger not working)

Android FallbackNoWindows: Yes
- MacOS: Yes

Saitek X-55 Rhino Throttle

Yes
YesNoYesYesYesPartial [2]
- (Hats, slider, pinky wheel, pinky switch, mode dial, mouse nub not working)
Partial [4]
- (Hats, slider, pinky wheel, pinky switch, mode dial, all flip switches, mouse nub not working)
Android FallbackNo

Windows: Partial [2]
- MacOS: Partial [2]

-

(Hats, slider, pinky wheel, pinky switch, mode dial, mouse nub not working)

Saitek X-56 Rhino StickYesYesNoMaybe
- (untested)
Maybe
- (untested)
YesNot Mapped Yet

Not Mapped Yet

Android FallbackNoWindows: Not Mapped Yet
-MacOS: Not Mapped Yet

Saitek X-56 Rhino Throttle

Yes
YesNoMaybe
- (untested)
Maybe
- (untested)
YesNot Mapped YetNot Mapped YetAndroid FallbackNo

Windows: Not Mapped Yet
-MacOS: Not Mapped Yet

Saitek JI3 Cyborg 3D GoldYesNot Mapped YetNoYesYesYesNot Mapped YetNot Mapped YetAndroid FallbackNoWindows: Not Mapped Yet
- MacOS: Not Mapped Yet
Saitek ST290 ProYesYesNoYesYesYesYesPartial [4]
- (Button 6 not working)
Android FallbackNoWindows: Yes
- MacOS: Yes
Saitek Cyborg EvoYesYesNoYesYesYesYesPartial [4]
- (Buttons 6, F1-F4, Up Arrows not working)
Android FallbackNoWindows: Yes
- MacOS: Yes
Saitek Pro Flight Yoke SystemYesYesNoYesYesYes

Partial [2]

-

(Lever down buttons not working)

Partial [4]
- (Most buttons not working)
Android FallbackNo

Windows: Partial [2]
- MacOS: Partial [2]

-

(Lever down buttons not working)

 

Saitek Pro Flight Throttle Quadrant

YesYesNoYesYesYesYesPartial [4]
- (T6, Lever down buttons not working)
Android FallbackNoWindows: Yes
- MacOS: Yes
 Saitek Pro Flight TPM Panel
- (important notes)
YesYesNoYesYesYesYesPartial [4]
- (G6-G9 not working)
Android FallbackNoWindows: Yes
- MacOS: Yes
 Saitek Pro Flight Cessna Trim WheelYesYesNoYesYesYesYesNoAndroid FallbackNoWindows: Yes
- MacOS: Yes
Saitek Pro Flight Rudder PedalsYesYesNoYesYesYesYesNoAndroid FallbackNoWindows: Yes
- MacOS: Yes
Saitek Pro Flight Combat Rudder PedalsYesYesNoYesYesYesYesNoAndroid FallbackNoWindows: Yes
- MacOS: Yes
Saitek Pro Flight Cessna Rudder PedalsYesYesNoYesYesYesYesNoAndroid FallbackNoWindows: Yes
- MacOS: Yes
Mad Catz C.Y.B.O.R.G. V1YesYesNoYesYesYesYesPartial [4]
- (Buttons 6, Pinky Button not working)
Android FallbackNoWindows: Yes
-MacOS: Yes
Thrustmaster HOTAS Warthog JoystickYesYesNoYesYesYesYesPartial [4]
- (Trigger Stage 2, CMS, TMS, DMS not working)
Android FallbackNoWindows: Yes
- MacOS: Yes

Thrustmaster HOTAS Warthog Throttle

YesYesNoYesYesYesPartial [2]
- (Buttons 20-32 not working)
Partial [4]
- (Most buttons/switches not working)
Android FallbackNo

Windows: Partial [2]
- MacOS: Partial [2]

-

(Buttons 20-32 not working)

Thrustmaster T.Flight Hotas XYesYesNoYesYesYesYesPartial [4]
- (Buttons 5-12 not working)
Android FallbackNoWindows: Yes
- MacOS: Yes

Thrustmaster T.Flight Hotas 4YesNoNoMaybe
- (untested)
Maybe
- (untested)
YesNot Mapped YetNot Mapped YetAndroid FallbackNoWindows: Not Mapped Yet
-MacOS: Not Mapped Yet
Thrustmaster T.Flight Stick XYesYesNoMaybe
- (untested)
Maybe
- (untested)
YesNot Mapped YetNot Mapped YetAndroid FallbackNoWindows: Not Mapped Yet
-MacOS: Not Mapped Yet
Thrustmaster T.16000MYesYesNoYesYesYesYesPartial [4]
- (Buttons 6-16 not working)
Android FallbackNoWindows: Yes
- MacOS: Yes
Thrustmaster USB JoystickYesYesNoYesYesYesYesYesAndroid FallbackNoWindows: No
- MacOS: Yes

Thrustmaster T.Flight Hotas Rudder Pedals

YesYesNoYesYesYesNot Mapped YetNot Mapped YetAndroid FallbackNoWindows: Not Mapped Yet
- MacOS: Not Mapped Yet

Thrustmaster TWCS Throttle

YesYesNoYesYesYesNot Mapped YetNot Mapped YetAndroid FallbackNoWindows: Not Mapped Yet
- MacOS: Not Mapped Yet
Logitech Extreme 3D ProYesYesNoYesYesYesYesPartial [4]
- (Thumb R1, Body Buttons 1-6 not working)
Android FallbackNoWindows: Yes
- MacOS: Yes
Logitech WingMan Attack 2YesYesNoYesYesYesYesPartial [4]
- (Button 06 not working)
Android FallbackNoWindows: Yes
- MacOS: Yes
Logitech Attack 3YesYesNoYesYesYesYesPartial [4]
- (Buttons 6-11 not working)
Android FallbackNoWindows: Yes
- MacOS: Yes
Microsoft SideWinder JoystickYesYesNoYesYesYesYesPartial [4]
- (Base buttons 6-8 not working)
Android FallbackNoWindows: Yes
- MacOS: Yes
Microsoft SideWinder 3D Pro
- (requires Grendel USB adapter)
YesYesNoYesYesYesYesPartial [4]
- (Base buttons 2-4 not working)
Android FallbackNoWindows: No
- MacOS: Yes
Microsoft SideWinder Force Feedback Pro
- (requires Grendel USB adapter)
YesYesNoYesYesYesYesPartial [4]
- (Buttons B, C, D, Shift not working)
Android FallbackNoWindows: No
- MacOS: Yes
Microsoft SideWinder Precision Pro
- (requires Grendel USB adapter)
YesYesNoYesYesYesYesPartial [4]
- (Buttons B, C, D, Shift not working)
Android FallbackNoWindows: No
- MacOS: Yes
Microsoft SideWinder Precision 2YesYesNoYesYesYesYesNot Mapped YetAndroid FallbackNoWindows: Yes
- MacOS: Yes
VKB-Sim Gladiator MKIIYesYesNoYesYesPartial
- (Hat not working)
Not Mapped YetNot Mapped YetAndroid FallbackNoWindows: Not Mapped Yet
- MacOS: Not Mapped Yet
 Pro Flight Trainer PUMA
- (important notes)
Yes
- (Direct Input only)
YesNoNoNoYesNoNoNoNoWindows: No
-MacOS: No
 
 

Racing Controllers

Windows
- (Native)
MacOS
- (Native)
Windows 8.0 Store
- (Native)
Windows 8.1 Store
- (Native)
Windows 10 Universal
- (Native)
Linux (Native) [15]Linux Fallback [2]Android [2]Amazon Fire TV [2]Apple iOS / tvOS [2]Webplayer (Windows / MacOS Fallback) [2]
Logitech G25 Racing Wheel
YesNot Mapped YetNoNot Mapped YetNot Mapped YetNot Mapped YetNot Mapped YetNot Mapped YetNot Mapped YetNoWindows: Yes
-MacOS: Not Mapped Yet
Logitech G27 Racing Wheel
- (important notes)
YesYes*
- (See notes)
NoYesYesYesPartial [2]
- (2 wheel buttons, reverse gear not working)
Partial [4]
- (4 wheel buttons, gear shifter not working)
Android FallbackNoWindows: Partial [2]
- MacOS: Partial [2]
Logitech G29 Driving Force Racing Wheel
- (important notes)
YesPartial
- (See notes)
NoYesYesYesPartial [2]
- (Enter, dial, plus, minus, PS button not working)
Not Mapped YetNot Mapped YetNoWindows: Partial [2]
-MacOS: Partial [2]
Logitech G920 Driving Force Racing WheelYesNot Mapped YetNoYesYesYesNot Mapped YetNot Mapped YetNot Mapped YetNoWindows: Not Mapped Yet
- MacOS: Not Mapped Yet
Logitech Driving Force GT Racing Wheel
YesNot Mapped YetNoMaybe
- (untested)
Maybe
- (untested)
Maybe
- (untested)
Not Mapped YetNot Mapped YetNot Mapped YetNoWindows: Not Mapped Yet
- MacOS: Not Mapped Yet
Logitech MOMO Racing Wheel
YesNot Mapped YetNoMaybe
- (untested)
Maybe
- (untested)
Maybe
- (untested)
Not Mapped YetNot Mapped YetNot Mapped YetNoWindows: Not Mapped Yet
- MacOS: Not Mapped Yet
Thrustmaster T100 Racing WheelYesYesNoYesYesYesYesPartial [4]
- (Buttons 6-12 not working)
Android FallbackNoWindows: No
- MacOS: Yes
Thrustmaster F430 Racing WheelYesYesNoYesYesYesYesPartial [4]
(Buttons 6-12, Manettino controller not working)
Android FallbackNoWindows: No
- MacOS: Yes
Thrustmaster T150 Racing WheelYes
- (PS3 Mode only)
Yes
- (PS3 Mode only, pedals act as buttons)
NoYes
- (PS3 Mode only)
Yes
- (PS3 Mode only)
Yes
- (PS3 Mode only, pedals act as buttons)
Yes
- (PS3 Mode only, pedals act as buttons)
Yes
- (PS3 Mode only, pedals act as buttons)
Android FallbackNoWindows:Yes
- (PS3 Mode only)

- MacOS: Yes
- (PS3 Mode only)
Thrustmaster T300 RS Racing WheelYes
- (PS3 Mode only)
Yes
- (PS3 Mode only, pedals act as buttons)
NoYes
- (PS3 Mode only)
Yes
- (PS3 Mode only)
Yes
- (PS3 Mode only, pedals act as buttons)
Yes
- (PS3 Mode only, pedals act as buttons)
Yes
- (PS3 Mode only, pedals act as buttons)
Android FallbackNoWindows:Yes
- (PS3 Mode only)

-MacOS: Yes
-(PS3 Mode only)
Thrustmaster T500 RS Racing WheelYes
- (PS3 Mode only)
Yes
- (PS3 Mode only, pedals act as buttons)
NoYes
- (PS3 Mode only)
Yes
- (PS3 Mode only)
Yes
- (PS3 Mode only, pedals act as buttons)
Yes
- (PS3 Mode only, pedals act as buttons)
Yes
- (PS3 Mode only, pedals act as buttons)
Android FallbackNoWindows:Yes
- (PS3 Mode only)

- MacOS: Yes
- (PS3 Mode only)
Thrustmaster Ferrari 458 (Xbox 360 model)YesYesYesMaybe
- (untested)
Maybe
- (untested)
YesNo [12]Not Mapped YetAndroid FallbackNoWindows: Yes
- MacOS: No [12]
Thrustmaster TH8A Add-on ShifterYesYesNoYesYesYesYesPartial [4]
- (Shifter 6, 7, R, -, + not working)
Android FallbackNoWindows: Yes
-MacOS: Yes
Thrustmaster T3PA PedalsYesYesNoYesYesYesNot Mapped YetNot Mapped YetAndroid FallbackNoWindows: Not Mapped Yet
- MacOS: Not Mapped Yet
Thrustmaster T3PA Pro PedalsYesYesNoYesYesYesNot Mapped YetNot Mapped YetAndroid FallbackNoWindows: Not Mapped Yet
- MacOS: Not Mapped Yet
Thrustmaster FreeStyler BikeYesMaybe
- (untested)
NoMaybe
- (untested)
Maybe
- (untested)
Maybe
- (untested)
Not Mapped YetNot Mapped YetNot Mapped YetNoWindows: Not Mapped Yet
- MacOS: Not Mapped Yet
Fanatec Porsche 911 Turbo SYesNot Mapped YetNoNot Mapped YetNot Mapped YetNot Mapped YetNot Mapped YetNot Mapped YetNot Mapped YetNoWindows: Yes
- MacOS: Not Mapped Yet
Fanatec Porsche 911 CarreraYesNot Mapped YetNoNot Mapped YetNot Mapped YetNot Mapped YetNot Mapped YetNot Mapped YetNot Mapped YetNoWindows: Yes
- MacOS: Not Mapped Yet
Aerosoft Truck and Bus Wheel System
YesYesNoNot Mapped YetYesYesNot Mapped YetNot Mapped YetNot Mapped YetNoWindows: Not Mapped Yet
-MacOS: Not Mapped Yet
XInput WheelYes
- (XInput)
NoNoYesNoNoNoNoNoNoWindows: No
- MacOS: No
 
 

Specialty Controllers

Windows
- (Native)
MacOS
- (Native)
Windows 8.0 Store
- (Native)
Windows 8.1 Store
- (Native)
Windows 10 Universal
- (Native)
Linux (Native) [15]Linux Fallback [2]Android [2]Amazon Fire TV [2]Apple iOS / tvOS [2]Webplayer (Windows / MacOS Fallback) [2]
 

Arcade Guns G-500 AimTrak Light Gun
- (configuration information)

YesYesNoYesYesYesYesPartial [4]
- (Thumb Button [Offscreen] not working)
Android FallbackNoWindows: Yes
- MacOS: Yes
 Playstation VR Aim ControllerYes
- (Special features not supported)
Not Mapped YetNoYesNot Mapped Yet)Not Mapped YetNot Mapped YetNot Mapped YetAndroid FallbackNoWindows: Not Mapped Yet
- MacOS: Not Mapped Yet
 VRinsight Ship ConsoleYesYesNoYesYesYesNoNoAndroid FallbackNoWindows: No
- MacOS: No
 P.I. Engineering RailDriverYes
- (Enhanced Device Support required)
NoNoNoNoNoNoNoNoNoWindows: No
-MacOS: No
 P.I. Engineering XK-24YesYesNoYesYesYesNoNoNoNoWindows: No
-MacOS: No
Saitek Heavy Equipment Wheel and Pedals (Pro Farming)YesYesNoYesYesYesNoNoNoNoWindows: No
-MacOS: No
Saitek Heavy Equipment Control Panel (Pro Farming)YesYesNoYesYesYesNoNoNoNoWindows: No
-MacOS: No
3Dconnexion KMJ EmulatorYesNoNoNoNoNoNoNoAndroid FallbackNoWindows: No
- MacOS: No
3Dconnexion SpaceExplorer

Yes

Maybe
- (untested)
NoNoNoMaybe
- (untested)
NoNoAndroid FallbackNoWindows: No
- MacOS: No
3Dconnexion SpaceMouse Compact

Yes

Maybe
- (untested)
NoNoNoMaybe
- (untested)
NoNoAndroid FallbackNoWindows: No
- MacOS: No
3Dconnexion SpaceMouse Wireless

Yes

YesNoNoNoMaybe
- (untested)
NoNoAndroid FallbackNoWindows: No
- MacOS: No
3Dconnexion SpaceMouse Module

Yes

Maybe
- (untested)
NoNoNoMaybe
- (untested)
NoNoAndroid FallbackNoWindows: No
- MacOS: No
3Dconnexion SpaceNavigator

Yes

YesNoNoNoYesNoNoAndroid FallbackNoWindows: No
-MacOS: No
3Dconnexion SpaceNavigator for Notebooks

Yes

YesNoNoNoYesNoNoAndroid FallbackNoWindows: No
- MacOS: No
3Dconnexion SpacePilot Pro

Yes

Maybe
- (untested)
NoNoNoMaybe
- (untested)
NoNoAndroid FallbackNoWindows: No
- MacOS: No
3DRudderYesYesNoYesYesYesYesYesAndroid FallbackNoWindows: Yes
-MacOS: No
 XInput GuitarYes
- (XInput)
NoNoYesNoNoNoNoNoNoWindows: No
- MacOS: No
 
 

Remote Controls

Windows
- (Native)
MacOS
- (Native)
Windows 8.0 Store
- (Native)
Windows 8.1 Store
- (Native)
Windows 10 Universal
- (Native)
Linux (Native) [15]Linux Fallback [2]Android [2]Amazon Fire TV [2]Apple iOS / tvOS [2]Webplayer (Windows / MacOS Fallback) [2]
 

Amazon Fire TV Remote

KeyboardNot Mapped YetNoNoNoNot Mapped YetNot Mapped YetMaybe [13]Yes [13]NoWindows: Keyboard
- MacOS: Not Mapped Yet
 Google Nexus Player RemoteNoNot Mapped YetNoNoNoNot Mapped YetNot Mapped YetMaybe [13]NoNoWindows: No
- MacOS: Not Mapped Yet
 Nvidia Shield RemoteNoNoNoNoNoNoNoMaybe [13]NoNoWindows: No
-MacOS: No
 Apple TV Siri Remote
- (2015 model)
NoNoNoNoNoNoNoNoNotvOS: YesWindows: No
-MacOS: No
Oculus Remote
- (see important special support information)
NoNoNoNoNoNoNoNoNoNoWindows: Yes
- MacOS: No
 
 

VR Controllers

Windows
- (Native)
MacOS
- (Native)
Windows 8.0 Store
- (Native)
Windows 8.1 Store
- (Native)
Windows 10 Universal
- (Native)
Linux (Native) [15]Linux Fallback [2]Android [2]Amazon Fire TV [2]Apple iOS / tvOS [2]Webplayer (Windows / MacOS Fallback) [2]
Oculus Touch Controller
- (see important special support information)
NoNoNoNoNoNoNoNoNoNoWindows: Yes
-MacOS: No
OpenVR Controller (HTC Vive, Oculus Touch)
- (see important special support information)
NoNoNoNoNoNoNoNoNoNoWindows: Yes
-MacOS: No
-

 

- - - - - - - - - - - -
 

iOS/tvOS

Unity
Apple iOS Mfi Controllers (All Mfi gamepads)Yes
-

 

- - - - - - - - - - - -
 

Nvidia Shield Portable

Unity
ConsoleYes
-

 

- - - - - - - - - - - -
 

PlayStation Vita

Unity
Console

PSM Target: Yes
PS Vita Target: Yes

-

 

- - - - - - - - - - - -
 

Xbox One (XDK)

Native
GamepadsYes
-

 

- - - - - - - - - - - -
 

Xbox One, Xbox Series S/X (Game Core)
- (Plugin Required)

Native
GamepadsYes
-

 

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 

PlayStation 4
- (Plugin Required)

Native
GamepadsYes

Flight SticksYes
Steering WheelsYes
 GuitarsYes
 DrumsYes
Playstation VR Aim ControllerYes
 Playstation MoveNo
-

 

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 

PlayStation 5
- (Plugin Required)

Native
GamepadsYes

-
Flight SticksMaybe
- (untested)
Steering WheelsMaybe
- (untested)
 GuitarsMaybe
- (untested)
 DrumsMaybe
- (untested)
-

 

- - - - - - - - - - - -
 

Nintendo Switch
- (Plugin Required)

Native
GamepadsYes
-

 

- - - - - - - - - - - - - - - - - - - - - - - - - - -
 

Stadia
- (Plugin Required)

Native
Stadia ControllerYes
Xbox ControllersYes
Sony DualShock 4Yes
Nintendo Switch Pro ControllerYes
-

 

-

All other controllers not listed above

-

Any controller which does not have a hardware definition will be usable only through user mapping or by mapping actions to numbered axes and buttons in the Unknown Controller map. These unrecognized controllers can only be supported if you provide your users a way to remap their controls, such as by using the included Control Mapper or by creating a custom control remapping screen. If you do not provide users with a way to map their controls, only the above listed recognized controllers will be usable. If you do provide your users a way to map their controls, virtually any controller will be usable.

-

You can also create your own controller definitions to add extended support for more controllers, but the process can be involved, especially if you want to support all platforms. (See Creating new controller definitions for more information.) However, be advised that not all controllers are candidates for controller recognition. (See Can I add support for this controller? for more information.)

-

Controllers that map to the keyboard

-

Controllers such as the X-Arcade Tankstick that map to keyboard keys are supported only through keyboard maps at this time. The process for mapping one of these controllers is identical to mapping keyboard keys. You have to identify which keyboard key each controller element maps to (see the documentation for your controller), then assign actions to those keys in the keyboard map. If you have a user control mapping screen, users can map their controls directly.

-

Controllers not directly supported (yet)

-
    -
  • Controllers that map as additional keyboards
  • -
  • Controllers that map as additional mice
  • -
-

Certain controllers may appear as an additional keyboard or mouse. These controllers currently may not work correctly. If the controller allows you to map its inputs to the primary keyboard, then it will work through the use of a keyboard map. If they show up as a second keyboard or mouse, they will likely not work.

-

Adding support for additional keyboards and mice is possible, and the feature may be added in the future if there is enough demand.

-

Controllers not supported at all

-
    -
  • Serial port or game port controllers.
  • -
  • Controllers not supported by Raw Input, Direct Input, or XInput on Windows, I/O Kit on MacOS, udev on Linux, or the input API(s) in use on the particular platform in question.
  • -
  • Controllers not supported by Unity on fallback platforms.
  • -
  • Controllers that require a special SDK.
  • -
  • Some very exotic controllers.
  • -
-

Some of the above controllers may be indirectly supported through the use of Custom Controllers.

-

Steam Controller

-

The Steam Controller automatically emulates an XInput gampad (XBox 360) on Windows, MacOS, and Linux and is supported as an XInput gamepad. No direct support of the controller's special features is available at this time.

-

For more information on using the Steam Controller, see Troubleshooting - Steam Controller and Best Practices - Steam.

-

Android unknown gamepad support

-

In addition to the devices shown in the table above, Rewired has an option to attempt to support all unknown gamepads. On the Rewired Input Manager - Settings page, enable the option "Support Unknown Gamepads." More information about how this option works and caveats can be found here.

-

Oculus Touch and Oculus Remote support

-

Oculus Touch is only supported through Unity's input wrapper for the Oculus Touch API. Unity exposes the devices as 3 joysticks through UnityEngine.Input. They have exposed the controllers as joysticks with most functionality excluding positional/rotational information. See this page for more information.

-

In order to use these devices with Rewired, you must disable native input in Windows by setting the Primary Input Source to "Unity." Be aware that by disabling native input in Rewired, you lose many important features for other devices as described here. In addition, you cannot use XInput together with Unity input so you lose several important features of XInput (universal XInput device support, vibration, etc.)

-

An alternate way to support these controllers is by accessing the API directly and using that information to drive a Custom Controller. Using this method, you can leave native input enabled and retain access to all the important features that native input provides.

-

OpenVR Controller support

-

HTC Vive is only supported through Unity's input wrapper for the OpenVR API. Unity exposes the devices as 2 joysticks through UnityEngine.Input. They have exposed the controllers as joysticks with most functionality excluding positional/rotational information. See this page for more information.

-

In order to use these devices with Rewired, you must disable native input in Windows by setting the Primary Input Source to "Unity." Be aware that by disabling native input in Rewired, you lose many important features for other devices as described here. In addition, you cannot use XInput together with Unity input so you lose several important features of XInput (universal XInput device support, vibration, etc.)

-

An alternate way to support these controllers is by accessing the API directly and using that information to drive a Custom Controller. Using this method, you can leave native input enabled and retain access to all the important features that native input provides.

-

WebGL platform controller support

-

At this time, most controllers on WebGL are only supported via manual user mapping of controls at runtime through the use of a system like Control Mapper. Please see this for important information on the state of controllers support in web browsers.

-

The information in the following table shows which controllers have been mapped for the different browsers running on different operating systems. The operating system and browser versions shown are the versions that have been tested. For gamepads that do not use the Standard Gamepad mapping mode, because at any time the browser manufacturer may decide to create a Standard Gamepad mapping for a controller causing the mapping layout to change, extended support cannot be guaranteed for any browser versions but the ones shown.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
WebGL Gamepad Mappings

Windows 10 (1703)

MacOS 10.12.5 SierraUbuntu 14.04Ubuntu 17.04
Standard Gamepad
- (This is a standardized browser-defined layout for gamepads supported and mapped by the browser developer. Which controllers are supported by the Standard Gamepad varies across browsers. More gamepads are mapped to the Standard Gamepad layout and added in browser updates.)

Yes - Google Chrome 59.0.3071.115
- Yes - Opera 46.0.2597.39
- Yes - Microsoft Edge 40.15063.0.0
-

Yes - Google Chrome 59.0.3071.115
- Yes - Opera 46.0.2597.39
Yes - Google Chrome 59.0.3071.115
- Yes - Opera 46.0.2597.39
Yes - Google Chrome 59.0.3071.115
- Yes - Opera 46.0.2597.39
Microsoft XBox 360 Controller (Wired)
- (Includes many generics/clones)

Yes - Google Chrome 59.0.3071.115
- Yes - Opera 46.0.2597.39
- Yes - Firefox 54.0.1
- Yes - Microsoft Edge 40.15063.0.0

Driver Required

-

Yes - Google Chrome 59.0.3071.115
- Yes - Opera 46.0.2597.39
- Yes - Firefox 54.0.1
- Yes - Safari 10.1.1

Yes - Google Chrome 59.0.3071.115
- Yes - Opera 46.0.2597.39
- Yes - Firefox 54.0.1
Yes - Google Chrome 59.0.3071.115
- Yes - Opera 46.0.2597.39
- Yes - Firefox 54.0.1
Microsoft XBox 360 Controller (Wireless)
- (Includes many generics/clones)
Yes - Google Chrome 59.0.3071.115
- Yes - Opera 46.0.2597.39
- Yes - Firefox 54.0.1
- Yes - Microsoft Edge 40.15063.0.0

Driver Required

-

Yes - Google Chrome 59.0.3071.115
- Yes - Opera 46.0.2597.39
- Yes - Firefox 54.0.1
- Yes - Safari 10.1.1

Issues - Google Chrome 59.0.3071.115 [5]
- Issues - Opera 46.0.2597.39 [5]
- Issues - Firefox 54.0.1 [5]
Yes - Google Chrome 59.0.3071.115
- Yes - Opera 46.0.2597.39
- Yes - Firefox 54.0.1
Microsoft XBox One ControllerYes - Google Chrome 59.0.3071.115
- Yes - Opera 46.0.2597.39
- Yes - Firefox 54.0.1
- Yes - Microsoft Edge 40.15063.0.0

Driver Required

-

Yes - Google Chrome 59.0.3071.115
- Yes - Opera 46.0.2597.39
- Yes - Firefox 54.0.1
- Yes - Safari 10.1.1
-

No
-
(No OS support)
Yes - Google Chrome 59.0.3071.115
- Yes - Opera 46.0.2597.39
- Yes - Firefox 54.0.1
Microsoft XBox One S Controller (Wired)Yes - Google Chrome 59.0.3071.115
- Yes - Opera 46.0.2597.39
- Yes - Firefox 54.0.1
- Yes - Microsoft Edge 40.15063.0.0

Driver Required

-

Yes - Google Chrome 59.0.3071.115
- Yes - Opera 46.0.2597.39
- Yes - Firefox 54.0.1
- Yes - Safari 10.1.1
-

No
-
(No OS support)
Yes - Google Chrome 59.0.3071.115
- Yes - Opera 46.0.2597.39
- Yes - Firefox 54.0.1
Microsoft XBox One S Controller (Bluetooth)Yes - Google Chrome 59.0.3071.115
- Yes - Opera 46.0.2597.39
- Yes - Firefox 54.0.1
- Yes - Microsoft Edge 40.15063.0.0

Yes - Google Chrome 59.0.3071.115
- Yes - Opera 46.0.2597.39
- Yes - Firefox 54.0.1
- Maybe - Safari 10.1.1 (firmware 3.1.1221.0 has issues)

No
-
(No OS support)
No
-
(No OS support)
Sony DualShock 3 (wired)XBox 360 Emulation Required
-(Driver)
Issues - Google Chrome 59.0.3071.115
- Issues - Opera 46.0.2597.39
- Yes - Firefox 54.0.1
- Yes - Safari 10.1.1
Yes - Google Chrome 59.0.3071.115
- Yes - Opera 46.0.2597.39
- Yes - Firefox 54.0.1
Yes - Google Chrome 59.0.3071.115
- Yes - Opera 46.0.2597.39
- Yes - Firefox 54.0.1
Sony DualShock 3 (wireless)XBox 360 Emulation Required
- (Driver)
Issues - Google Chrome 59.0.3071.115
- Issues - Opera 46.0.2597.39
- Yes - Firefox 54.0.1
- Yes - Safari 10.1.1

Sixad required

-

Broken - Google Chrome 59.0.3071.115
- Broken - Opera 46.0.2597.39
- Yes - Firefox 54.0.1

Yes - Google Chrome 59.0.3071.115
- Yes - Opera 46.0.2597.39
- Yes - Firefox 54.0.1
Sony DualShock 4Yes - Google Chrome 59.0.3071.115
- Yes - Opera 46.0.2597.39
- Issues - Firefox 54.0.1
- No - Microsoft Edge 40.15063.0.0
Yes - Google Chrome 59.0.3071.115
- Yes - Opera 46.0.2597.39
- Yes - Firefox 54.0.1
- Yes - Safari 10.1.1
Yes - Google Chrome 59.0.3071.115
- Yes - Opera 46.0.2597.39
- Yes - Firefox 54.0.1
Broken - Google Chrome 59.0.3071.115
- Broken - Opera 46.0.2597.39
- Yes - Firefox 54.0.1
-

 

-

SDL2 Gamepad Support

-

SDL2 is an optional input source for Rewired on Windows Standalone, MacOS Standalone, and Linux Standalone builds. Below are the current SDL2 mappings included with Rewired. Note: Controller support through SDL2 is not as robust as with Rewired's custom native support.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 SDL2 Gamepad MappingsWindowsMacOS - Linux
8bitdo NES30 (wired)
YesYesYes
8Bitdo NES30 Pro (wired)YesNoNo
8Bitdo NES30 Pro (wireless)YesNoNo
8Bitdo SFC30YesYesYes

8Bitdo SFC30 (joystick mode)

NoYesNo
8Bitdo ZeroNoNoYes
Acme
YesNoNo
Afterglow PS3 Controller
YesNoNo
Afterglow Wired Controller for Xbox OneNoNoYes
Amazon Fire Gamepad
Partial
- (Some center buttons, L2, R2 not working)
Partial
- (L2/R2 not working)
Yes
Battalife JoystickYesNoNo
DragonRise Inc. Generic USB Joystick
NoNoYes
Dual Trigger 3-in-1YesNoNo
EA Sports PS3 Controller
NoNoYes
EXEQ RF USB Gamepad 8206YesNoNo
Game Elements RecoilYesYesYes
GameCube (HuiJia USB box)NoNoYes
GameCube Controller (WiseGroup adapter)
NoNoYes
GamePad Pro USB
YesNoNo
Gamestop BB-070 X360 Controller
NoYesNo
GameStop Gamepad
YesYesYes
Gasia Wireless PS3 Adapter (includes Trust GXT39)
YesYesYes
Generic XBox Controller
NoNoYes
Giotek SC-1NoNoYes
Gravis GamePad Pro USB
NoNoYes
GreenAsia Inc. USB Joystick
NoNoYes
G-Shark GS-GP702
YesYesNo
Hatsune Miku Sho ControllerYesNoNo
HitBox (PS3/PC) Analog ModeNoNoYes
HJC Game GAMEPADNoNoYes
HORI CO.,LTD. FIGHTING STICK 3
NoNoYes
HORI CO.,LTD. REAL ARCADE Pro.V3
NoNoYes
HORI Gem Pad 3
NoYesNo
Hori Pad EX Turbo 2
NoNoYes
HORIPADYesNoNo
HORIPAD FPS PLUS 4NoYesNo
iBuffalo Classic FamicomYesYesYes
iBuffalo Classic SNESYesYesYes
iBuffalo USB 2-axis 8-button GamepadNoNoYes
InterAct GoPad I-73000 (Fighting Game Layout)NoNoYes
JC-U3613M - DirectInput ModeNoNoYes
Jess Technology USB Game Controller
NoNoYes
Logic3 ControllerNoNoYes
Logitech Cordless RumblePad 2
NoNoYes
Logitech Dual Action
YesYesYes
Logitech F310 Gamepad (DInput)
YesYesYes
Logitech F310 Gamepad (XInput)YesYesYes
Logitech F510 Gamepad (DInput)
NoYesNo
Logitech F510 Gamepad (XInput)
YesNoYes
Logitech F710 Gamepad (DInput)YesNoYes
Logitech F710 Gamepad (XInput)
YesYesYes
Logitech RumblePad 2 USB
YesNoYes
Logitech WingMan Cordless RumblePad
NoNoYes
Logitech Wireless Gamepad (DInput)
NoYesNo
Mad Catz C.T.R.L.R
YesYesYes
Mad Catz Fightpad SFxTNoNoYes
Mad Catz Micro C.T.R.L.R
YesYesYes
Mad Catz Wired Xbox 360 ControllerNoNoYes
Mad Catz Xbox 360 ControllerNoNoYes
Mayflash GameCube Controller AdapterYesNoNo
Mayflash GameCube Controller Adapter for PC USBYesYesYes
Mayflash Wii Classic ControllerYesYesNo
Mayflash Wireless PS3 Controller to USB Adapter (DInput Mode)
YesYesNo
Mayflash Wireless PS3 Controller to USB Adapter (XInput Mode)
YesNoYes
Mayflash Wireless WiiU Pro Controller Adapter (DInput Mode)
YesYesNo
Mayflash Wireless WiiU Pro Controller Adapter (XInput Mode)
YesNoYes
MC CthulhuNoYesNo
Microntek USB JoystickNoNoYes
Microsoft XBox 360 Controller
- (Includes many generics/clones)
Yes

Yes
- (Driver Required)

Yes
Moga Hero Power
Partial
- (L2/R2 not working)
Partial
- (Select, L2, R2 not working)
Partial
- (Back not working)
Moga Pro
NoNoYes
Moga Pro Power
Partial
- (L2/R2 not working)
Partial
- (Select, L2, R2 not working)
Partial
- (Back not working)
Multilaser JS071 USB
YesNoNo
NEXT Classic USB Game ControllerYesNoYes
Nintendo Wii U Pro Controller
NoNoYes
Nintendo WiimoteNoNoYes
Nyko AirFlo ExYesYesYes
OUYA Controller
YesYesYes
PC Game ControllerNoNoYes
Piranha xtreme
NoYesNo
Piranha xtreme
YesNoNo
PowerA Pro Ex
YesNoNo
PS1 USBYesNoNo
PS2 Controller (Insten adapter)YesYesYes
PS2 Controller (SmartJoy adapter)
NoNoYes
PS2 USB Adapter
YesNoNo
PS3 Controller (adapter)
YesNoNo
RadioShack Gamepad
YesYesYes
Razer Onza Classic Edition
NoNoYes
Razer Onza Tournament
NoYesYes
Razer ServalPartial
- (L2/R2 not working)
Partial
- (L2/R2 not working)
Yes
Retrolink Classic ControllerNoYesNo
RetroLink Saturn Classic Controller
NoNoYes
RetroUSB.com RetroPad
NoNoYes
RetroUSB.com RetroPad
YesNoNo
RetroUSB.com Super RetroPort
YesNoYes
Rock Candy Gamepad for PS3YesNoYes
Rock Candy Wired Controller for Xbox OneNoNoYes
Saitek Cyborg V.1 Game Pad
NoNoYes
Saitek P2500
YesNoNo
Saitek P2900 Wireless PadNoNoYes
Saitek P480 Rumble PadYesNoNo
Saitek P880YesYesYes
Saitek P990YesYesYes
Saitek PLC Saitek P3200 Rumble PadNoNoYes
Samsung EI-GP20
YesNoYes
Sega SaturnNoYesNo
Sega Saturn USB GamepadNoYesNo
Sony Dual Shock 3
YesYesYes
- (QTSixA Driver)
Sony Dual Shock 4
YesYesYes
Speedlink TORID Wireless GamepadNoNoYes
SpeedLink XEOX Pro Analog GamepadNoNoYes
SteelSeries Free
YesYesYes
SteelSeries Stratus XL (iOS/MacOS version)NoPartial
- (D-pad, all center buttons not working)
No
SteelSeries Stratus XL (Windows/Android version)
Partial
- (Back, Circle, L2, R2 not working)
NoPartial
- (Back, Circle, L2, R2 not working)
Super Joy Box 5 Pro
NoNoYes
SVEN X-PAD
YesNoNo
Thrustmaster 2 in 1 DT
NoNoYes
Thrustmaster Dual Analog 3.2
YesYesNo
Thrustmaster Dual Analog 4NoNoYes
Thrustmaster Dual Trigger 3-in-1
NoNoYes
Thrustmaster Firestorm Dual Power
YesYesYes
Thrustmaster Run N Drive Wireless
NoNoYes
Thrustmaster Run N Drive Wireless PS3
NoNoYes
Tomee SNES USB ControllerNoYesYes
Toodles 2008 Chimp PC/PS3NoNoYes
Trust GTX 28
YesNoNo
USB Vibration Joystick (BM)YesNoNo
Valve Streaming Gamepad
NoNoYes
VR-BOXNoNoYes
Wii RemoteNoYesNo
Wii U Pro ControllerNoYesNo
XBox One Controller
Yes

Yes
- (Driver Required)

Yes
XBox One S Controller
Yes

Yes

No
-

-

 

-
-

Logitech G27 Racing Wheel

-

On Windows, users must install the latest Logitech drivers for the G27 or the mappings in Rewired will be incorrect.

-

In order to use force feedback on the Logitech G27, you must use the Logitech Gaming SDK which can be downloaded free from the Unity Asset Store. The SDK is only available for Windows.

-

While Rewired provides maps for several platforms other than Windows, there is no official support of these platforms by Logitech, and therefore no force feedback SDK available. Additionally, the steering wheel may become somewhat rigid because the centering spring may engage automatically on some platforms. Currently there is no recommended solution to these issues.

-

 

-
-

Logitech G29 Racing Wheel

-

Windows:

-
    -
  • Users must install the latest Logitech drivers and firmware for the G29 or the mappings in Rewired may be incorrect.
  • -
  • The wheel switch must be set to PS4 mode.
  • -
  • Pedal axes must be set to separate axes -- do not check "Combined Pedals" in the Logitech software.
  • -
  • It is recommended to switch the input source to Direct Input because the wheel tension spring stay rigid when using Raw Input mode.
  • -
  • If you are also using the Logitech Gaming SDK for force feedback, you should be able to use either Raw Input or Direct Input.
  • -
  • In order to use force feedback on the Logitech G29, you must use the Logitech Gaming SDK which can be downloaded free from the Unity Asset Store. The SDK is only available for Windows.
  • -
-

MacOS:

-
    -
  • The wheel switch must be set to PS3 mode.
  • -
  • The clutch, shifter, plus, minus, dial, and enter do not function.
  • -
  • The wheel tension spring cannot be released.
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Linux:

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  • The wheel switch must be set to PS4 mode.
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  • Requires Linux kernel 4.4 or later.
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While Rewired provides maps for several platforms other than Windows, there is no official support of these platforms by Logitech, and therefore no force feedback SDK available. Additionally, the steering wheel may become somewhat rigid because the centering spring may engage automatically on some platforms. Currently there is no recommended solution to these issues.

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-
-

Saitek Pro Flight TPM Panel

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Each time upon attaching the device to the system, you must push and pull each shaft fully through its complete range of motion. This will calibrate the device internally so that the axes report the correct values. This information should be included in your game manual so your players know how to use the device properly.

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Pro Flight Trainer PUMA

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On the Windows Standalone platform, the Pro Flight Trainer PUMA is only supported via Direct Input. To support the device, you must set the Windows input source to Direct Input on the Rewired Input Manager - Settings page.

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Configuring ArcadeGuns G-500 AimTrak Light Guns

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For the lightguns to work properly in Rewired, you must set the light gun mode to "Joystick" in the Arcade Guns Pro Utility. You should include this information in the documentation of your game so your users will know how the light guns should be configured.

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The button layout for the guns should be as follows:

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ElementOn-ScreenOff-Screen
TriggerButton 3Button 4
Small ButtonButton 1Button 5
Large ButtonButton 2Button 6
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See How To's - Using ArcadeGuns G-500 AimTrak Light Guns for information on how to get and use input from the light guns.

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Template Legend

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Controllers listed in the above tables that display any of the following icons are compatible with that controller template.

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Compatible with the Gamepad Template
Compatible with the Racing Wheel Template
Compatible with the HOTAS Template
Compatible with the Flight Yoke Template
Compatible with the Flight Pedals Template
Compatible with the 6 DoF Controller Template
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1 Controller must be compatible with underlying system. On Windows the controller must be compatible with Raw Input, Direct Input, or XInput. On MacOS, it must be compatible with Apple I/O Kit. Support for exotic controller types not guaranteed.

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2 This platform uses Unity input as the input source, therefore it is subject to all limitations of Unity's input system such as lack of hot-plugging support, poor controller identification ability, limit of 10 controllers, limit of 20 axes and 20 buttons per controller, etc. For a good input experience, Unity's input system must be replaced with a native input library. This is possible for any platform except Webplayer. If there is enough demand, I can write an input library for the platform to replace Unity's flawed input system.

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4 On Android, Rewired uses Unity's input system as the input source. Unity only supports up to 20 buttons. Many controllers on Android begin mapping their buttons at index 15, leaving only 5 open entries for all remaining buttons. There is no solution to supporting these controllers fully in Android short of writing a native input library to replace Unity as the input source. I will do this if there is enough demand.

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5 On Android and Linux, the Microsoft XBox 360 Wireless Receiver shows up as 4 separate joystick entries. Only one of these joystick entries actually represents the joystick, but Rewired will see it as 4 separate joysticks. The user will have to manually choose from the 4 entries to determine the correct one that represents the XBox 360 controller.

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6 NVidia Shield controllers do not support detection of the Home, NVidia Button, Volume Down, Volume Up, and Touchpad Press as re-mappable joystick buttons on the Android platform. Warning: Some controller elements may trigger keyboard presses in Unity. For example, Back = Escape, Left Shoulder = Left Shift, Right Shoulder = Right Shift. You should be aware of this if you have keyboard maps enabled as some controller elements will trigger keyboard presses instead of or in addition to controller button functions.

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7 Requires Insten PS2 to PS3 Controller Adapter USB Converter. Note: The adapter registers 2 USB joysticks on some platforms, only 1 of which is the actual joystick, the other being a dummy entry. This may interfere with joystick auto-assignment in a multi-player game.

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8 Mapping Conflict: Due to limitations of Unity's input system, the controller can only be mapped for either Wired or Wireless mode, not both. On fallback platforms that use Unity's input system, Unity provides no way to identify the controller apart from a single name string. These controllers return the identical name string for both wired and wireless modes, however the element mappings vary greatly between the wired and wireless modes. Therefore, there is no way possible to determine whether the controller is wired or wireless and therefore no way to make separate profiles for the two modes.

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9 On Linux, due to the fact that Unity auto-calibrates controller axes when Unity is launched, all axes must be in the 0 position or axis values will be unpredictable.

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10 Mapping Conflict: Due to limitations of Unity's input system, the controller can only be mapped for one mode setting, not multiple. On fallback platforms that use Unity's input system, Unity provides no way to identify the controller apart from a single name string. These controllers return the identical name string for all mode settings, however the element mappings vary greatly between the different modes. Therefore, there is no way possible to determine what mode the controller is in and therefore no way to make separate profiles for the different modes.

-

11 Mapping Conflict: All identifying information available on Windows fallback is identical between the ipega Wireless GAMEPAD Controller, the ipega BLUETOOTH Classic GamePad, and the ipega Multi-Media Bluetooth Controller. There is no way to reliably determine which controller is attached. Therefore, none of these devices are mapped so all can be mapped by the user using the Unknown Controller map.

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12 The controller's returned identifying information is too generic to be safe to create a map for because other controllers could also match that device's identifying information. Therefore, the controller was intentionally left unmapped, but could be manually mapped manually by the user in-game.

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13 These remotes may not work on versions of Unity 5.02 or greater. Please see this known issue for more information.

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14 Adapter registers multiple controllers regardless of whether controllers are plugged in. This can interfere with controller assignment because there is no way to determine which controllers are attached and which are just placeholders.

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15 Linux native support has been tested under Ubuntu 12.04 amd64, Ubuntu 14.04 x86/amd64, Ubuntu 15.04 amd64, Ubuntu 17.04 amd64, Mint 17.2 amd64, and SteamOS. Compatibility with other distros is not guranteed or implied.

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16 Unity 4.x Android returns a blank string for the name of this joystick. Unity also uses blank strings for any joystick that was previously attached and then removed. There is no way to identify that this controller is connected on Unity 4.x Android, therefore it is not supported. Unity 5+ works correctly, however.

-

17 Has definition, but device cannot be opened by HID system in Windows UWP for unknown reason. YMMV.

-

18 Enhanced Device Support on Linux requires UDEV rules to be set up by the end-user. See this for more information.

-

19 Requires SteelSeries Engine 3+ to be installed and for the device to have the latest firmware as of 3/18/2017.

-

20 Joy-Con sticks on non-Switch platforms without Enhanced Device Support enabled return digital hat values. Analog stick values, gyro, vibration, and other special features not available. Controller layout is based on the horizontal orientation.

-

21 Gyro, vibration, and other special features not available.

-

22 On MacOS, using X mode with a wired connection on Gamesir G3, G3s, G3v, and G3w can cause the entire OS input system to crash requiring a system reboot to fix. It may be related to the XInput driver version in use. YMMV.

-

23 This device in MacOS mode emulates and appears to the system as a Sony DualShock 4 controller. However, if Enhanced Device Support is enabled, the controller will become unusable because the controller does not correctly emulate the Sony input/output report format, therefore Rewired's low-level Enhanced Device Support mode cannot properly communicate with the device. There is no way to determine that the connected device is an 8Bitdo gamepad and not a true Sony DualShock 4, so when Enhanced Device Support is enabled, the device cannot function in MacOS mode.

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- Touch Controls -

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General Information

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Controllers

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Controls

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Helper Components

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Tutorials

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Help

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Other Controls

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General Information

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Requirements

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Scene requirements

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  • There must be one enabled Event System in the scene with a Standalone Input Module component. It is recommended that you use the Rewired Standalone Input Module instead of the default Unity component, but it is not a requirement.
  • -
  • There must be a Canvas component on a parent of a Touch Controller and all Touch Controls.
  • -
  • The Canvas "Render Mode" property must be set to either "Screen Space - Overlay" or "Screen Space - Camera". "World Space" is not supported.
  • -
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Installation

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You will have the option to install the Touch Controls pack on initial installation of Rewired. If you do not install it at this time, you can install it at any time from the menu:

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  • Window -> Rewired -> Extras -> Touch Controls -> Install
  • -
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To uninstall, delete the Rewired/Extras/TouchControls folder.

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Overview

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Rewired's Touch Controls use Unity's UI system. In order to use Touch Controls, you should have at least a basic understanding of Unity's UI system because you will be using this UI system to position and size the controls to fit your needs. If you do not have any experience using Unity UI, you can start with these Unity UI tutorials.

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Touch Controls are a type of Component Control. Please see Component Controls for background information.

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There are two component types:

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    -
  1. Touch Controller - Manages a set of controls.
  2. -
  3. Touch Control - Individual buttons, joysticks, touch pads, etc.
  4. -
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The Touch Controller is responsible for collecting input data from its individual child controls, and in most cases, sending that data to a Custom Controller. Touch Controls utilize the Custom Controller system in order to pipe user input into the Rewired Player-Action system. (While it is possible to use Touch Controls directly without a Custom Controller by using the exposed event fields in the inspector of each control, this is not recommended because it does not allow you to take advantage of Rewired's Player-Action system.)

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Each Touch Control must always be the child of a Touch Controller in the Unity scene Hierarchy. The hierarchy of a an example Touch Controller with its child controls would look like this:

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Touch Controller hierarchy
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In the example above, the Touch Controller component points to a Rewired.CustomController class object which will receive the data from the touch joystick, the two touch buttons, and a tilt control. Each control will get the user input and send that data back to the Touch Controller component, which will feed it into the target Custom Controller elements pointed to in the inspector. The input will be piped into the Rewired Player-Action system and the Player who is assigned the Custom Controller will receive the input. The game-side code for getting input remains unchanged regardless of whether the input is coming from a physical joystick, keyboard, mouse, touch controller, tilt control, etc.

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You will notice the Tilt Control in the list above parented underneath a Touch Controller component. Even though a Tilt Control isn't a touch control, it can still be parented underneath a Touch Controller component and it will work because Touch Controller inherits from Custom Controller component and fulfills all requirements of the Tilt Control.

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There are four steps to setting up Touch Controls:

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    -
  • In the Rewired Editor:
  • -
      -
    1. Create a Custom Controller.
    2. -
    3. Create a Custom Controller Map for the new Custom Controller and and assign it to a Player.
    4. -
    -
  • In the scene: -
  • -
      -
    1. Create a Touch Controller and configure it to use the Custom Controller you created.
    2. -
    3. Create each Touch Control and configure it to send its input data to an element in the Custom Controller.
    4. -
    -
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Step-by-step tutorials of the process can be found here:

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Controllers

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Touch Controller

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A Touch Controller is responsible for managing a set of touch controls and sending input data to a Custom Controller. A Touch Controller component must exist as the parent of all touch controls.

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Requirements

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    -
  • A Canvas component must exist on a parent GameObject.
  • -
  • An Event System must exist in the scene and be enabled.
  • -
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Creating
- Select the following from option from the menu:

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    -
  • GameObject -> Create Other -> Rewired -> Touch Controls -> Touch Controller
  • -
-

If you already have a Canvas in your scene that you want the Touch Control to be created underneath, select it before creating the Touch Controller from the menu.

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If there is no Canvas or Event System in the scene, new ones will be created for you.

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Recommendations

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    -
  • Create a Custom Controller in the Rewired Input Manager which will receive the user input from the controller.
  • -
  • Link your Rewired Input Manager to the "Rewired Input Manager" field in the inspector.
  • -
  • Check "Create Custom Controller" and "Destroy Custom Controller" in the inspector for easiest usage.
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Tutorials

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Inspector Options

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Touch Controller Inspector

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General Options

 

Disable Mouse Input When EnabledIf true, disables mouse input when the Touch Controller script is enabled or GameObject is activated and re-enables mouse input when the script is disabled or GameObject is deactivated. This is useful for disabling Mouse Look controls when using touch controls in an FPS for example.
Use Custom ControllerIf true, a Custom Controller will be populated with the data from this controller.
  
Custom Controller Options 
Rewired Input Manager(Optional) Link the Rewired Input Manager here for easier access to Custom Controller elements, etc.
Create Custom ControllerIf true, a new Custom Controller will be created. Otherwise, an existing Custom Controller will be found using the selector properties.
Custom ControllerThe Custom Controller to create.
Custom Controller Source Id

(Shown if Rewired Input Manager is not linked.)

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The source id of the Custom Controller to create. Get this from the Rewired Input Manager.

Assign to PlayerThe Player that will be assigned this Custom Controller when it is created.
Assign to Player Id

(Shown if Rewired Input Manager is not linked.)

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The Player that will be assigned this Custom Controller when it is created.

Destroy Custom ControllerIf true, the Custom Controller created by this component will be destroyed when this component is destroyed.
Find Using Source Id

(Shown if Rewired Input Manager is not linked.)

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If true, the Custom Controller will be searched for by its source controller id. This can be used with Find in Player and/or Find Using Tag to further refine the search parameters.

Source Id

(Shown if Rewired Input Manager is not linked.)

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The source id of the Custom Controller. This is used to find the Custom Controller if Find Using Source Id is True."

Find Using Tag

(Shown if not creating a Custom Controller.)

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If true, the Custom Controller will be found using the tag specified here. This can be used with Find in Player and/or Find Using Source Id to further refine the search parameters.

TagThe tag on the Custom Controller you wish to use. This is used to find the Custom Controller.
Find In Player

(Shown if not creating a Custom Controller.)

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If true, the Custom Controller will be searched for in the Player specified in the Player Id field. This can be used with Find Using Source Id and/or Find Using Tag to further refine the search parameters.

PlayerThe Player that owns the Custom Controller to find.
Player Id

(Shown if Rewired Input Manager is not linked.)

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The Player Id of the Player that owns the Custom Controller to find.

  
ControlsDisplays all Component Controls found in children of the Touch Controller.
Add Controls

Allows you to easily add controls to the Touch Controller.

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Note that this only allows you to add a control from the default controls included with Rewired. To add a control you've made, you must add it underneath the Touch Controller manually.

Select Control On CreationIf enabled, the newly created control will be selected after it is created. Otherwise the current object will remain selected.
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Controls

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Touch Button

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A Touch Button is an on-screen button control which can be manipulated by touch or by using the mouse pointer.

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Requirements

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  • A Touch Controller component must exist on a parent of the control.
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  • A Canvas component must exist on a parent GameObject.
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  • An Event System must exist in the scene and be enabled.
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Creating
- Select the following from option from the menu:

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    -
  • GameObject -> Create Other -> Rewired -> Touch Controls -> Touch Button
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Inspector Options

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Touch Button Inspector

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General Options

 

InteractableToggles whether the control can be interacted with by the user.
VisibleToggles visibility. An invisible control can still be interacted with. This property only has any effect when used with an Image Component.
  
Custom Controller Options 
Target Custom Controller ElementThe Custom Controller element that will receive input values from this control.
  
Button Options 
Allowed Mouse ButtonsThe mouse buttons that are allowed to interact with this control.
Button Type

The type of button.

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Standard: A momentary switch. Returns True while the button is pressed down.

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Toggle Switch: Alternately turns on and off with each press.

Activate On Swipe InIf true, the button can be turned on by a touch swipe that began in an area outside the button region. If false, the button can only be turned on by a direct press.
Stay Active On Swipe OutIf true, the button will stay on even if the touch that activated it moves outside the button region. If false, the button will turn off once the touch that activated it moves outside the button region.
Follow Touch PositionIf True, the button will follow the touch around until released. This setting overrides Move To Touch Position.
Touch RegionOptional external region to use for hover/click/touch detection. If set, this region will be used for touch detection instead of or in addition to the button's RectTransform. This can be useful if you want a larger area of the screen to act as a button.
Use Touch Region OnlyIf True, hovers/clicks/touches on the local button will be ignored and only Touch Region touches will be used. Otherwise, both touches on the button and on the Touch Region will be used. This also applies to mouse hover. This setting has no effect if no Touch Region is set.
Move To Touch PositionIf True, the button will move to the location of the current touch in the Touch Region. This can be used to designate an area of the screen as a hot-spot for a button and have the button graphics follow the users touches. This only has an effect if a Touch Region is set.
Animate On Move To TouchShould the button animate when moving to the touch point? This only has an effect if Move To Touch Position is True and a Touch Region is set. This setting is ignored if Follow Touch Position is True.
Move To Touch SpeedThe speed at which the button will move toward the touch position measured in screens per second (based on the larger of width and height). [1.0 = Move 1 screen/sec]. This only has an effect if Move To Touch Position is True, Animate On Move To Touch is true, and a Touch Region is set. This setting is ignored if Follow Touch Position is True.

Return On Release

If Move To Touch Position is enabled, this will make the button return to its original position after the press is released. This only has an effect if a Touch Region is set.
Animate On ReturnShould the button animate when moving back to its original position? This only has an effect if Follow Touch Position is True, or if Move To Touch Position is True and a Touch Region is set, and Return on Release is True.
Return SpeedThe speed at which the button will move back toward its original position measured in screens per second (based on the larger of width and height). [1.0 = Move 1 screen/sec]. This only has an effect if Follow Touch Position is True, or if Move To Touch Position is True and a Touch Region is set, and Return on Release and Animate on Return are both True.
  
Axis Options 
Use Digital Axis SimulationMakes the axis value gradually change over time based on gravity and sensitivity as the button is pressed.
Digital Axis SensitivitySpeed to move toward an axis value of 1.0 in units/sec when pressed. A value of 1.0 means an axis value of 0 will reach 1 over 1 second. A value of 3 equates to 1/3 of a second, and so on.
Digital Axis GravitySpeed (units/sec) that the axis value falls toward 0 when not pressed. A value of 1.0 means an axis value of 1 will drain to 0 over 1 second. A value of 3 equates to 1/3 of a second, and so on.
Invert Axis ValueInverts the axis value of the button.
AdvancedAdvanced configuration options for the axis.
  
Graphic Options 

Target Graphic

The target Graphic component for interaction state transitions. This should normally be set to an Image component on this GameObject.
Transition Type

The transition type(s) to be used when transitioning to various states. Multiple transition types can be used simultaneously.

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See the Unity documentation on Transitions for usage.

Visibility Fade DurationThe fade duration of visibility changes. 0 = instant.
  
Misc Options 
Hide When IdleSets visibility to False when the control is idle. When the control is no longer idle, visibility will be set to True again.
Manage RaycastingIf True, it will attempt to automatically manage Graphic component raycasting for best results based on your current settings. (Requires Unity 5.3+)
  
EventsNumerous events are exposed which can be used to drive input directly or for use in certain effects.
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Touch Joystick

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A Touch Joystick is an on-screen joystick control which can be manipulated by touch or by using the mouse pointer.

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Requirements

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  • A Touch Controller component must exist on a parent of the control.
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  • A Canvas component must exist on a parent GameObject.
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  • An Event System must exist in the scene and be enabled.
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Creating
- Select the following from option from the menu:

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  • GameObject -> Create Other -> Rewired -> Touch Controls -> Touch Joystick
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Inspector Options

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Touch Joystick Inspector

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General Options 
InteractableToggles whether the control can be interacted with by the user.
VisibleToggles visibility. An invisible control can still be interacted with. This property only has any effect when used with an Image Component.
  
Custom Controller Options 
Horizontal Axis Custom Controller ElementThe Custom Controller element(s) that will receive input values from the joystick's X axis.
Vertical Axis Custom Controller ElementThe Custom Controller element(s) that will receive input values from the joystick's Y axis.
Tap Custom Controller Element

(Shown if Allow Tap is enabled.)

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The Custom Controller element that will receive input values from taps.

  
Joystick Options 
Stick TransformThe Rect Transform of the stick disc. This is moved around by the user when manipulating the joystick.
Allowed Mouse ButtonsThe mouse buttons that are allowed to interact with this control.
Axes To UseThe axis directions in which movement is allowed. You can restrict movement to one or both axes.
Stick RangeThe range of movement of the stick in Canvas pixels. The larger the number, the further the stick must be moved from center to register movement.
Scale Stick RangeIf enabled, the stick range will scale with parent controls. Otherwise, the stick range will remain constant.
Stick BoundsThe shape of the range of movement of the joystick.
Joystick ModeThe joystick's mode of operation. Set this to Digital to simulate a D-Pad which has only On/Off states. If you want mimic a real D-Pad, you should also set Snap Directions to 8.
Snap DirectionsSnaps joystick movement to a fixed number of directions. This can be used to create a D-Pad, for example, setting it to 4 or 8 directions. If you want a true D-Pad, Stick Mode should be set to digital.
Snap Stick To Touch

If true, the stick disc will snap immediately to the touch position when initially touched. This results in the stick disc being centered to the touch position. This will cause the stick to generate input immediately when touched if not touched perfectly centered.
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If false, the stick disc will remain in its current position on touch, and when dragged will retain the same offset. The stick's center point will be set to the position of the touch. The initial touch will not cause the stick to pop in any direction.

Center Stick On ReleaseIf true, the stick will return to the center after it is released. Otherwise, the stick will remain in the last position and continue to return input.
Activate On Swipe InIf true, the joystick can be activated by a touch swipe that began in an area outside the joystick region. If false, the joystick can only be activated by a direct touch.
Stay Active On Swipe OutIf true, the joystick will stay engaged even if the touch that activated it moves outside the joystick region. If false, the joystick will be released once the touch that activated it moves outside the joystick region.
Allow TapShould taps on the touch pad be processed?
Tap TimeoutThe maximum touch duration allowed for the touch to be considered a tap. A touch that lasts longer than this value will not trigger a tap when released.
Tap Distance LimitThe maximum movement distance allowed in pixels since the touch began for the touch to be considered a tap. [-1 = no limit]
Follow Touch PositionIf True, the joystick will follow the touch around until released. This setting overrides Move To Touch Position.
Touch RegionOptional external region to use for hover/click/touch detection. If set, this region will be used for touch detection instead of or in addition to the joystick's RectTransform. This can be useful if you want a larger area of the screen to act as a joystick.
Use Touch Region OnlyIf True, hovers/clicks/touches on the local joystick will be ignored and only Touch Region touches will be used. Otherwise, both touches on the joystick and on the Touch Region will be used. This also applies to mouse hover. This setting has no effect if no Touch Region is set.
Move To Touch PositionIf True, the joystick will move to the location of the current touch in the Touch Region. This can be used to designate an area of the screen as a hot-spot for a joystick and have the joystick graphics follow the users touches. This only has an effect if a Touch Region is set.
Animate On Move To TouchShould the joystick animate when moving to the touch point? This only has an effect if Move To Touch Position is True and a Touch Region is set. This setting is ignored if Follow Touch Position is True.
Move To Touch SpeedThe speed at which the joystick will move toward the touch position measured in screens per second (based on the larger of width and height). [1.0 = Move 1 screen/sec]. This only has an effect if Move To Touch Position is True, Animate On Move To Touch is true, and a Touch Region is set. This setting is ignored if Follow Touch Position is True.

Return On Release

If Move To Touch Position is enabled, this will make the joystick return to its original position after the press is released. This only has an effect if a Touch Region is set.
Animate On ReturnShould the joystick animate when moving back to its original position? This only has an effect if Follow Touch Position is True, or if Move To Touch Position is True and a Touch Region is set, and Return on Release is True.
Return SpeedThe speed at which the joystick will move back toward its original position measured in screens per second (based on the larger of width and height). [1.0 = Move 1 screen/sec]. This only has an effect if Follow Touch Position is True, or if Move To Touch Position is True and a Touch Region is set, and Return on Release and Animate on Return are both True.
  
Axis Options 
Invert Horizontal AxisInverts the X axis value.
Invert Vertical AxisInverts the Y axis value.
AdvancedAdvanced configuration options for the axes.
  
Graphic Options 

Target Graphic

The target Graphic component for interaction state transitions. This should normally be set to an Image component on this GameObject.
Transition Type

The transition type(s) to be used when transitioning to various states. Multiple transition types can be used simultaneously.

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See the Unity documentation on Transitions for usage.

Visibility Fade DurationThe fade duration of visibility changes. 0 = instant.
  
Misc Options 
Hide When IdleSets visibility to False when the control is idle. When the control is no longer idle, visibility will be set to True again.
Manage RaycastingIf True, it will attempt to automatically manage Graphic component raycasting for best results based on your current settings. (Requires Unity 5.3+)
  
EventsNumerous events are exposed which can be used to drive input directly or for use in certain effects.
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Touch Pad

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A Touch Pad is an on-screen touch pad control which can be manipulated by touch or by using the mouse pointer.

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Requirements

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  • A Touch Controller component must exist on a parent of the control.
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  • A Canvas component must exist on a parent GameObject.
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  • An Event System must exist in the scene and be enabled.
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Creating
- Select the following from option from the menu:

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  • GameObject -> Create Other -> Rewired -> Touch Controls -> Touch Pad
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Inspector Options

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Touch Pad inspector

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General Options 
InteractableToggles whether the control can be interacted with by the user.
VisibleToggles visibility. An invisible control can still be interacted with. This property only has any effect when used with an Image Component.
  
Custom Controller Options 
Horizontal Axis Custom Controller ElementThe Custom Controller element that will receive input values from the touch pad's X axis.
Vertical Axis Custom Controller ElementThe Custom Controller element that will receive input values from the touch pad's Y axis.
Tap Custom Controller Element

(Shown if Allow Tap is enabled.)

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The Custom Controller element that will receive input values from touch pad taps.

Press Custom Controller Element

(Shown if Allow Press is enabled.)

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The Custom Controller element that will receive input values from touch pad presses.

  
Touch Pad Options 
Allowed Mouse ButtonsThe mouse buttons that are allowed to interact with this control.
Axes To UseThe axis directions in which movement is allowed. You can restrict movement to one or both axes.
Touch Pad Mode

The mode of the touch pad.
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Delta - Returns the change in position of the touch from the previous to the current frame.

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Screen Position - Returns the absolute position of the touch on the screen.

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- Vector From Center - Returns a vector from the center of the Touch Pad to the current touch position.

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- Vector From Initial Touch - Returns a vector from the intial touch position to the current touch position.

Value Format

The format of the resulting data generated by the touch pad.

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Pixels - Screen pixels.

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Screen - The proportion of the value to screen size in the corresponding dimension. 1 unit = 1 screen length (width for X, height for Y).

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Physical - 1 unit = 1/100th of an inch. The resulting value will be consistent across different screen resolutions and sizes. IMPORTANT: This relies on the value returned by UnityEngine.Screen.dpi. If the device does not return a value, a reference resolution of 96 dpi will be used.

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Direction - A normalized direction vector.

Use InertiaIf enabled, when swiped and released, the value will slowly fall toward zero based on the Friction value. This only has an effect if Touch Pad Mode is set to Position Delta.
Inertia Friction

(Shown if Use Inertia is enabled.)

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Determines how quickly a swipe value will fall toward zero when Use Inertia is enabled.

Activate On Swipe InIf true, the touch pad can be activated by a touch swipe that began in an area outside the touch pad region. If false, the touch pad can only be activated by a direct touch.
Stay Active On Swipe OutIf true, the touch pad will stay engaged even if the touch that activated it moves outside the touch pad region. If false, the touch pad will be released once the touch that activated it moves outside the touch pad region.
Allow TapShould taps on the touch pad be processed?
Tap Timeout

(Shown if Allow Tap is enabled.)

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The maximum touch duration allowed for the touch to be considered a tap. A touch that lasts longer than this value will not trigger a tap when released.

Tap Distance Limit

(Shown if Allow Tap is enabled.)

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The maximum movement distance allowed in pixels since the touch began for the touch to be considered a tap. [-1 = no limit]

Allow PressShould presses (continual press like a button) on the touch pad be processed?
Press Start Delay

(Shown if Allow Press is enabled.)

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Time the touch pad must be touched before it will be considered a press.

Press Distance Limit

(Shown if Allow Press is enabled.)

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The maximum movement distance allowed in pixels since the touch began for the touch to be considered a press. Any movement beyond this value will cancel the press. [-1 = no limit]

  
Axis Options 
Invert Horizontal AxisInverts the X axis value.
Horizontal Axis SensitivitySensitivity of the X axis.
Invert Vertical AxisInverts the Y axis value.
Vertical Axis SernsitivitySensitivity of the Y axis.
AdvancedAdvanced configuration options for the axes.
  
Graphic Options 
Target GraphicThe target Graphic component for interaction state transitions. This should normally be set to an Image component on this GameObject.
Transition Type

The transition type(s) to be used when transitioning to various states. Multiple transition types can be used simultaneously.

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See the Unity documentation on Transitions for usage.

Visibility Fade DurationThe fade duration of visibility changes. 0 = instant.
  
Misc Options 
Hide At RuntimeIf enabled, the control will be hidden when gameplay starts.
Hide When IdleSets visibility to False when the control is idle. When the control is no longer idle, visibility will be set to True again.
  
EventsNumerous events are exposed which can be used to drive input directly or for use in certain effects.
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Touch Region

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A Touch Region is a control which is used to activate another control remotely. This allows you to specify an area of the Canvas to be used to activate the control.

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For a control to use the Touch Region, the Touch Region field in the control must be linked to the Touch Region. See the inspector options for the control you wish to use for information about the Touch Region field and related options.

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Requirements

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  • A Touch Controller component must exist on a parent of the control.
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  • A Canvas component must exist on a parent GameObject.
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  • An Event System must exist in the scene and be enabled.
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Creating
- Select the following from option from the menu:

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  • GameObject -> Create Other -> Rewired -> Touch Controls -> Touch Region
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Inspector Options

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Touch Region inspector

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General Options 
InteractableToggles whether the control can be interacted with by the user.
VisibleToggles visibility. An invisible control can still be interacted with. This property only has any effect when used with an Image Component.
Allowed Mouse ButtonsThe mouse buttons that are allowed to interact with this control.
  
Graphic Options 
Target GraphicThe target Graphic component for interaction state transitions. This should normally be set to an Image component on this GameObject.
Transition Type

The transition type(s) to be used when transitioning to various states. Multiple transition types can be used simultaneously.

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See the Unity documentation on Transitions for usage.

Visibility Fade DurationThe fade duration of visibility changes. 0 = instant.
  
Misc Options 
Hide At RuntimeIf enabled, the control will be hidden when gameplay starts.
Hide When IdleSets visibility to False when the control is idle. When the control is no longer idle, visibility will be set to True again.
  
EventsNumerous events are exposed which can be used to drive input directly or for use in certain effects.
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Helper Components

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Touch Interactable Transitioner

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Allows synchronization of transition states between a Touch Interactable and a Graphic. Add this component to children of touch controls that need transition states or visibility to remain in sync with the parent. This is useful for Text or Image components parented underneath a touch control for example. This allows you to add graphics, text, or other decorations on your touch control and have them animate colors, sprite transitions, etc. in sync with the parent control.

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Usage

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Add this component to a child of a Touch Button or Touch Joystick that has a Graphic, Text, or Image component and configure the options.

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Inspector Options

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Touch Interactable Transitioner inspector

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VisibleToggles visibility. An invisible control can still be interacted with. This property only has any effect when used with an Image Component.

Target Graphic

The target Graphic component for interaction state transitions. This should normally be set to an Image component on this GameObject.
Transition Type

The transition type(s) to be used when transitioning to various states. Multiple transition types can be used simultaneously.

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See the Unity documentation on Transitions for usage.

Sync Color Tint With Transition EventToggles whether the color tint is set by incoming transition events. If enabled, the color tint transition of the event sender will override any color tint setting here. This setting overrides Sync Fade Duration With Transition Event.
Sync Fade Duration With Transition EventToggles whether the fade duration is set by incoming transition events. If enabled, the duration of fades for visibility and Color Tint transitions will be synchronized with the event sender.
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Touch Joystick Radial Indicator

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Arranges child TouchJoystickAngleIndicator objects in a radial pattern. It is useful for displaying direction indicators for a Touch Joystick in a radial pattern. Assists with scaling and sizing of the child images.

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Usage

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Add this component to a child of a Touch Joystick, then add more child objects under this, each with a Touch Angle Joystick Indicator component and an Image component.

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Inspector Options

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Touch Joystick Radial Indicator inspector

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ScaleIf enabled, the indicators will be scaled based on the size of the RectTransform.
Scale RatioThe scale ratio of the indicators to the current RectTransform's height. A ratio of 0.1 means the indicator will be 0.1 times the size of the RectTransform's height. This is useful if you need to be able to scale the transform and have the indicators also scale with it.
Preserve Sprite Aspect RatioIf enabled, the aspect ratio will be determined from the Sprite's texture.
Aspect Ratio XThe horizontal component of the desired aspect ratio of the indicator.
Aspect Ratio YThe vertical component of the desired aspect ratio of the indicator.
OffsetOffsets the indicator position up by this proportion of its height. 1.0 = 1 unit high offset.
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Touch Joystick Angle Indicator

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A visual indicator of the current direction of the joystick. This can be used to make arrows or other visual elements light up when the joystick is pressed in different directions.

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Usage

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Add this component to a child of a Touch Joystick and configure the settings.

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Inspector Options

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Touch Joysick Angle Indicator inspector

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VisibleToggles visibility.
Target Angle From RotationIf enabled, the target angle will be determined by the transform's Local Rotation Z. Otherwise, the activation angle must be manually set.
Target Angle

The joystick angle at which this object should be considered fully active.

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0 = up with negative values increase rotating clockwise. Example: -45 degrees = up-right.

Fade With ValueIf enabled, the color will fade in and out based on the current joystick value.
Fade With AngleIf enabled, the color will fade in and out based on the current joystick angle. As the angle approaches the Target Angle, the color will become more intense.
Fade RangeThe angle of rotation away from the Target Angle where the color fully fades out. If Fade with Angle is enabled, this is used to determine when the color will fully fade out when the joystick angle rotates away from the the Target Angle. This should be set to 1/2 of the complete rotation arc. Example: A value of 45 degrees would make the color fully fade out when the joystick angle is 45 degrees away from the Target Angle on either side, giving a complete arc of 90 degrees.
Normal ColorThe color when not active.
Active ColorThe color when fully active.
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Tutorials

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Creating and setting up a Custom Controller

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  1. In the Rewired Editor, create a Custom Controller.
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  3. Create one Axis for each axis you will need in your touch controller. If the axis is a type that returns delta information such as a touch pad, be sure to uncheck the "Calibrate" box in the Axis Properties. (If you don't do this, the axis will be calibrated to a -1 to +1 range.)
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  1. Create one button for each button your touch controller will need. Be sure to name these buttons something meaningful so you can select them easily later from the Touch Button inspector.
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  1. Now create a Custom Controller Map for this new controller. Map each element you created to an Action.
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  1. Assign the Custom Controller Map you created in the previous step to a Player. The Player will load this Custom Controller Map when the Custom Controller is assigned to it. Make sure "Start Enabled" is checked when you add the map.
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You've created your Custom Controller and Custom Controller Map and assigned it to a Player. Now you will need to create and configure your Touch Controller to use this Custom Controller and each Touch Control to target its respective Custom Controller element. Continue to the next section.

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Creating and setting up a Touch Controller

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To create a Touch Controller, create one from the menu:

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  • GameObject -> Create Other -> Rewired -> Touch Controls -> Touch Controller
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This will create a new GameObject with a Touch Controller component added. It will also create a Rewired Event System if no Event System exists in the scene and a Canvas if no Canvas exists.

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Configuring the Touch Controller

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The Touch Controller component is responsible for sending user input data received from its child Touch Controls into the Rewired.CustomController.

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The Touch Controller component is essentially a wrapper for the Rewired.CustomController class. This component's inspector allows you to set options which will tell it which Rewired.CustomController to point to.

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The first thing you should do is link the Rewired Input Manager you intend to use to the Rewired Input Manager field of the Touch Controller. This is optional, but highly recommended as it allows you to select the Custom Controller and the target elements on that controller by simply selecting them from a drop-down. If you do not link the Rewired Input Manager, you will have to use either string names or id integers to tell the controller and each control which Custom Controller and which elements in which to feed the incoming data.

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Click the "Find Rewired Input Manager" button in the inspector to find any enabled Rewired Input Manager in the scene and link it. Otherwise, you can manually link it to the Rewired Input Manager.

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Touch Controller inspector

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There are two ways to determine the target Rewired.CustomController:

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  1. Instantiate a new Custom Controller from a controller defined in the Rewired Input Manager. (Recommended)
  2. -
  3. Search through existing Custom Controllers that have already been instantiated.
  4. -
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Instantiating a new Custom Controller:
- The Touch Controller component can instantiate a new Rewired.CustomController from an existing controller definition that you have created beforehand in the Rewired Input Manager. This is the easiest way to work with Custom Controllers and is the recommended option.

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A new Rewired.CustomController will be instantiated on Awake of the Touch Controller component and optionally destroyed when the Touch Controller component is destroyed. To enable this, check "Create Custom Controller" and "Destroy Custom Controller" in the inspector. Select a Custom Controller from the list or enter its Source Id, then choose a Player to assign it to when it's instantiated.

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Custom Controller inspector

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Create Custom ControllerIf true, a new Custom Controller will be created. Otherwise, an existing Custom Controller will be found using the selector properties.
Custom Controller / Source Id

(Custom Controller is shown if the Rewired Input Manager has been linked in the Rewired Input Manager field, otherwise Source Id is shown.)

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Custom Controller:
- The Custom Controller to create.

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Source Id:
- The source id of the Custom Controller to create. Get this from the Rewired Input Manager.

Assign To Player / Assign To Player Id

(Assign To Player is shown if the Rewired Input Manager has been linked in the Rewired Input Manager field, otherwise Assign To Player Id is shown.)

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Assign To Player:
- The Player that will be assigned this Custom Controller when it is created.

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Assign To Player Id:
- The Player that will be assigned this Custom Controller when it is created.

Destroy Custom ControllerIf true, the Custom Controller created by this component will be destroyed when this component is destroyed.
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Searching for an existing Custom Controller:
- If you have already instiantated a Rewired.CustomController through scripting or have set up Rewired to automatically create a Custom Controller on start by adding it under "Starting Custom Controllers" on the Players page of the Rewired Editor, you can set up the Touch Controller component to find that existing Rewired.CustomController and use it for its target.

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If you want to search for an existing Rewired.CustomController, the "Create Custom Controller" field must not be checked:

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Touch Controller inspector

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Additional options will appear in the inspector allowing you to set the search parameters:

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Find Using Source IdIf true, the Custom Controller will be searched for by its source controller id. This can be used with Find in Player and/or Find Using Tag to further refine the search parameters.
Custom Controller / Custom Controller Id

(Custom Controller is shown if the Rewired Input Manager has been linked in the Rewired Input Manager field, otherwise Custom Controller Id is shown.)

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Custom Controller:
- The target Custom Controller. This is used to find the Custom Controller if Find Using Source Id is True.

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Custom Controller Id:
- The source id of the Custom Controller. This is used to find the Custom Controller if Find Using Source Id is True.

Find Using TagIf true, the Custom Controller will be found using the tag specified here. This can be used with Find in Player and/or Find Using Source Id to further refine the search parameters.
TagThe tag on the Custom Controller you wish to use. This is used to find the Custom Controller.
Find In PlayerIf true, the Custom Controller will be searched for in the Player specified in the Player Id field. This can be used with Find Using Source Id and/or Find Using Tag to further refine the search parameters.
Player / Player IdThe Player Id of the Player that owns the Custom Controller.
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Creating and setting up Touch Controls

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As an example, a controller might consist of a Touch Joystick and two Touch Buttons. You can create controls from the Add Controls panel in the Touch Controller inspector or from the GameObject -> Create Other -> Rewired -> Touch Controls menu. You can also build your own controls by creating a new GameObject and adding the individual component, TouchButton for example, and configuring the settings and images. Some sprites and sprite packs (zip files) are included in the Rewired/Extras/TouchControls/Sprites folder which you can use.

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Create a Touch Button

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Select the Touch Controller object in the hierarchy panel, then create a Touch Button of your choice from Add Controls area in the inspector:
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Touch Controller inspector - Add Conrols

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A new GameObject will appear underneath the Touch Controller named "Touch Button." Select this new GameObject.

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Configure the Touch Button

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The Touch Button has many options which can be customized to make the button behave how you want. See Touch Button for more information about the options available.

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The most important thing is to make the button send its data to a particular button in the target Custom Controller. Under the Custom Conroller Options section, select the Target Button drop-down under Target Custom Controller Element and choose the button that will receive the input data.

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Touch Button inspector - Custom Controller options

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Create a Touch Joystick

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Just like you created the Touch Button, create a Touch Joystick. Select the Touch Controller object in the hierarchy panel, then create a Touch Joystick of your choice from Add Controls area in the inspector. A new Touch Joystick will be created underneath the Touch Controller with the name "Touch Joystick." Select the Touch Joystick.

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Configure the Touch Joysick

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The Touch Joystick has many options which can be customized to make the joystick behave how you want. See Touch Joystick for more information about the options available.

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The most important thing is to make the joystick send its data to two axes in the target Custom Controller.Under the Custom Conroller Options section, select the Target Axis drop-down under Horizontal Axis Custom Controller Element and choose the axis that will receive the input data. Do the same for Vertical Axis Custom Controller element.

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Touch Joystick inspector- Custom Controller Options

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Create a Touch Region for to the Touch Joystick

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The Touch Joystick can be used by directly touching it, but say you want the entire left half of the screen to act as a joystick. You can use a Touch Region to define an area of the Canvas to use to activate the Touch Joystick.

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To create a Touch Region, select the Touch Controller and under the Add Controls section of the inspector, choose "Add Touch Region." A new Touch Region will be created underneath the Touch Controller.

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Configure the Touch Region

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To make the Touch Joystick use the Touch Region, you must link the Touch Region to the Touch Joystick in the inspector in the Touch Region field. Drag the Touch Region from the hierarchy into the Touch Region field in the Touch Joystick inspector:

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Touch Joystick inspector - Touch Region

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Now uncheck the "Use Touch Region Only" field.

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Now check "Move To Touch Position."

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The inspector should look something like this:

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Touch Joystick inspector - Touch Region

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The Touch Joystick will now use the Touch Region as its activation area. Now we need to make the Touch Region cover the left half of the Canvas. Select the Touch Region in the hierarchy panel.

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In the Rect Transform options, set the options to match the following:

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Touch Region Tutorial - Rect Transform

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Finally, make sure the Touch Region is ordered below the Touch Joystick in the hierarchy panel:

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Touch Region Tutorial - Ordering

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This is done because of how Unity UI's raycasting system works. If the Touch Region were to be ordered after the Touch Joystick, it would block raycasting to the Touch Joystick and capture the touch events instead. Since we want the user to be able to interact with both the Touch Joystick and the Touch Region, make sure the Touch Joystick is ordered after the Touch Joystick.

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That's it! You should now have a working set of Touch Controls.

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Help

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Tips

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Sprite Packing

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To reduce draw calls, make sure Sprite packing is enabled.

-

Go to the menu:
- Edit -> Project Settings -> Editor

-

Under "Sprite Packer", make "Mode" is set to "Always Enabled"

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Changing Control Colors

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Controls can have their colors changed by setting the colors in the Color Tint transition settings. While this works for many sprites, it doesn't result in a proper look for some sprites. Take a shiny button for example:

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Color Examples

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You can see that the color tinted versions lose the glossy white shine on the button surface, even on the grey button tinted to green. To get around this issue, a custom shader is used to shift the colors (a type of hue adjustment) on the red button turning it into a green button and preserving the glossy white shine.

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All of the red sprites included in the Rewired/Extras/TouchControls/Sprites folder can be used with this Color Shift shader to get a variety of colors. Premade materials are included in the Rewired/Extras/TouchControls/Materials/ColorShift folder which you can apply to the Image component by dragging the material into the Material field.

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Image inspector

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A disadvantage to this approach is that each control that uses a different material will require an additional draw call. If you need to have many different color controls shown on the screen at once you may want to instead use pre-baked sprites instead of using shader to recolor them dynamically. This will allow you to use the same material on all your controls and save draw calls, but it comes at the cost of texture memory. Some packs of pre-baked colored sprites are included at
- Rewired/Extras/TouchControls/Sprites/ under object type directory. Sprite packs are named SpritePack_xxx.zip. Unzip them and you can use the sprites on your controls with the default sprite shader (no material). Be sure to delete any extra sprites you are not going to use as they will take space in sprite atlases even if you do not use them.

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Troubleshooting

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General Unity UI issues

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You should have at least a basic understanding of how to use Unity UI. If you do not, you should start by going through Unity's tutorials and documentation. Unfortunately, I cannot provide support on how to use Unity UI.

-

Problems with Layout Components

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Do not attach any Unity UI Layout components (ones that lock the anchored position such as Horizontal Layout) to the parent object of a Touch Button or Touch Joystick if using Move to Touch or Follow Touch Position. The Layout component will prevent the control from moving properly and will result in unpredictable behavior. If you need to use these layout components on a control, wrap the control in another GameObject so that game object's position is constrained by the Layout element and the control's is not.

-

Problem: The control Image is not updating when changing transition settings (Color Tint, etc.) in the editor.

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You must have the Target Graphic field set to the primary Image used by the control.

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Examples

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Example files are located in Rewired/Extras/TouchControls/Examples.
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Topics:

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General:

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Unity Editor:

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Windows:

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MacOS:

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Linux:

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Android:

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iOS:

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tvOS:

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Xbox One (XDK):

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Steam:

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Something isn't working...

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Do you have warnings enabled in the Unity console?

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Ensure warnings are enabled in the Unity console so you can see important messages created by Rewired for a variety of common situations. You should also have normal log messages and errors enabled. This can save a lot of time and back and forth questions.

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Console Warnings

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Debug Information: How to find the source of the problem

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You can easily determine why something is not working by looking at the Player, Joystick, Controller Map, and other objects in the Debug Information foldout in the Rewired Input Manager inspector. This shows a ton of useful information allowing you to visualize most objects in the system at runtime. For example, you can see if a Joystick has been assigned to a Player or view which Joystick Maps have been assigned and enabled.

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IMPORTANT:
- When viewing live information in the inspector such as Joystick button/axis values, you must click back into the Game window first or input values will not be updated. Input values are only updated when the Game window has focus in the Unity editor.

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Prefab Method:
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For game builds where you do not have access to the inspector, you can use the prefab in Assets/Rewired/DevTools/DebugInformation. Drag this prefab into your scene and build. It will display on screen the same information shown in the Debug Information foldout in the inspector. You can use the mouse or the touch screen to unfold the various items to find the information you want.

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Scripting Method:
- You can also get this information by using a little bit of debug code. This code will show all Joysticks assigned to each Player and all mappings in each Controller Map. You will be able to tell if a Joystick is assigned to a particular Player, if any Controller Maps were loaded for that Joystick, whether or not those Controller Maps are enabled, and the what Action is bound to each element. There are many more members in each of the Player, Joystick, JoystickMap, and ActionElementMap classes that you can get useful information from.

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-// Log assigned Joystick information for all joysticks regardless of whether or not they've been assigned
-Debug.Log("Rewired found " + ReInput.controllers.joystickCount + " joysticks attached.");
-for(int i = 0; i < ReInput.controllers.joystickCount; i++) {
-    Joystick j = ReInput.controllers.Joysticks[i];
-    Debug.Log(
-        "[" + i + "] Joystick: " + j.name + "\n" +
-        "Hardware Name: " + j.hardwareName + "\n" +
-        "Is Recognized: " + (j.hardwareTypeGuid != System.Guid.Empty ? "Yes" : "No") + "\n" +
"Is Assigned: " + (ReInput.controllers.IsControllerAssigned(j.type, j) ? "Yes" : "No") - ); -} - -// Log assigned Joystick information for each Player -foreach(var p in ReInput.players.Players) { - Debug.Log("PlayerId = " + p.id + " is assigned " + p.controllers.joystickCount + " joysticks."); - - // Log information for each Joystick assigned to this Player - foreach(var j in p.controllers.Joysticks) { - Debug.Log( - "Joystick: " + j.name + "\n" + - "Is Recognized: " + (j.hardwareTypeGuid != System.Guid.Empty ? "Yes" : "No") - ); - - // Log information for each Controller Map for this Joystick - foreach(var map in p.controllers.maps.GetMaps(j.type, j.id)) { - Debug.Log("Controller Map:\n" +
"Category = " +
ReInput.mapping.GetMapCategory(map.categoryId).name + "\n" +
"Layout = " +
ReInput.mapping.GetJoystickLayout(map.layoutId).name + "\n" +
"enabled = " + map.enabled
); - foreach(var aem in map.GetElementMaps()) { - var action = ReInput.mapping.GetAction(aem.actionId); - if(action == null) continue; // invalid Action - Debug.Log("Action \"" + action.name + "\" is bound to \"" + - aem.elementIdentifierName + "\"" - ); - } - } - } -}
-

Using Debug Information to diagnose input problems:

-

There are 4 things that go into determining value of an Action in Player:

-
    -
  1. The Controller(s) assigned to the Player.
  2. -
  3. The Controller Map(s) that binds Controller elements to Actions.
  4. -
  5. If the Controller is a Joystick, the Calibration Map for that Joystick.
  6. -
  7. The Input Behavior assigned to the Action.
    -
  8. -
-

To determine why controller input is not working, go through the steps:
-

-
    - -
  • Is the Controller appearing to Rewired? -
    -

    Debug Information -> Controllers ->[Controller Type] -> [The Controller]

    -
    -
  • -
  • Is the Controller enabled? -
    -

    Debug Information -> Controllers -> [Controller Type] -> [The Controller] -> Enabled

    -
    -
  • -
  • Is the controller assigned to the Player? -
    -

    For Joysticks:
    - Debug Information -> Players -> [Player #] -> Controllers -> Joysticks -> [The Joystick]

    -

    For Mouse:
    - Debug Information -> Players -> [Player #] -> Controllers -> Has Mouse
    -

    -

    For Keyboard:
    - Debug Information -> Players -> [Player #] -> Controllers -> Has Keyboard

    -

    For Custom Controllers:
    - Debug Information -> Players -> [Player #] -> Controllers -> Custom Controllers -> [The Custom Controller]

    -
    -
  • -
  • Are there any applicable Controller Maps loaded in the Player for that Controller? -
    -

    Debug Information -> Players -> [Player #] -> Controller Maps -> [Controller Type] -> [The Controller] -> [The Map]

    -
    -
  • -
  • Is the Controller Map enabled?
  • -
    -

    Debug Information -> Players -> [Player #] -> Controller Maps -> [Controller Type] -> [The Controller] -> [The Map] -> Enabled

    -
    -
  • Does that Controller Map map the Actions which you are querying for values? -
    -

    Debug Information -> Players -> [Player #] -> Controller Maps -> [Controller Type] -> [The Controller] -> [The Map] -> [The Binding]

    -
    -
  • -
  • Is the ActionElementMap enabled?
  • -
    -

    Debug Information -> Players -> [Player #] -> Controller Maps ->[Controller Type] -> [The Controller] -> [The Map] -> [The Binding] -> Enabled

    -
    -
  • Check the live values returned by the Action.
  • -
    -

    Debug Information -> Players -> [Player #] -> Actions -> [Action Category] -> [Action]

    -

    If in the Unity editor, Click back into the game window before testing, otherwise input may be ignored because the game window is out of focus.

    -
    -
  • Check that the Controller elements are actually returning some value. -
    -

    Debug Information -> Controllers -> [Controller Type] -> [The Controller] -> Axes

    -

    Debug Information -> Controllers -> [Controller Type] -> [The Controller] -> Buttons
    -
    - With the fields open, click back into the game window and start using the joystick. Do the values in the inspector change for those axes? Do the values look to be the correct values? -1 to +1 for an axis. Are any axes returning non-zero value when you're not expecting them to?

    -
    -
  • -
  • For Joysticks, if the values returned are odd, for example an axis is only returning a range from 0.5 to 1, move on to check the Calibration Map. -
    -

    Debug Information -> Controllers -> Joysticks -> The Joystick -> Calibration Map -> Axis Calibrations (one for each axis)
    - Check: - Calibrated Max, Calibrated Min, Calibrated Zero, Dead Zone, Invert, Sensitivity Type, Sensitivity

    -
    -
  • -
  • Check the Input Behavior settings for the Action in question. -
    -

    Debug Information -> Players -> [Player #] -> Input Behaviors -> [The Input Behavior]

    -
    -
  • -
-

There is much more data available in Debug Information to help you debug and diagnose problems. Explore the tool to find the information you need.

-

 

-
-

My controller doesn't work

-

If you're using a controller that is not listed here, your controller doesn't have a hardware definition and will not automatically be recognized and mapped. Instead, it will use the Unknown Controller map and need to be manually mapped by the user prior to use through a custom control remapping screen. Please read about the Unknown Controller map and how unrecognized controllers are handled to understand why.

-

My gamepad doesn't work. I created a map using the Gamepad Template but it doesn't work.

-

Just because a controller is a gamepad does not mean Rewired will recognize it as a gamepad. Just what a "gamepad" is varies from product to product. There is no universal definition of a gamepad and the device itself does not provide any kind of element layout information. The Gamepad Template only applies to controllers that have had definitions created for them and have been specifically assigned and configured for that template. If you want to use a gamepad that is not listed here, you either have to make a controller definition for it and add it to the Gamepad Template or provide your users with a control remapping screen so they can map the controls themselves.

-

More reasons why your controller may appear not to work:

-
    -
  • You have multiple controllers connected, one Player, and have left the default Joystick Auto-Assignment Settings in the Rewired input manager: - Based on the default settings, Rewired will assign only one controller per-Player. If multiple controllers are present, only one will be assigned to each Player. If you only have one Player, the second controller will be left unassigned. In order to allow auto-assignment of multiple Joysticks to the same Player, Max Joysticks Per Player must be raised to a value greater than 1. See this page for information on Controllers.
  • -
  • Steam is very frequently the cause of inexplicable controller input problems such as controllers not appearing or not producing any input. Issues caused by Steam are notoriously difficult to diagnose because few people ever even mention they are using Steam when contacting support for help. If you are using Steam in your project, or in some cases, if Steam is even open in the background during development, it has a major impact on input devices visible to the application. See this for important information on Steam.
  • -
-

How to figure out why it's not working:

-

Use the Debug Information tool to see exactly what is happening in real-time. When “joystick input doesn’t work” in Rewired, this can mean many different -things. All of this information is visible in the Debug Information tool:

-
    -
  1. Is the Joystick appearing to Rewired?
  2. -
      -
    • Debug Information -> Controllers -> Joysticks -> [The Joystick]
    • -
    -
  3. Is the Joystick recognized? -
      -
    • Debug Information -> Controllers -> Joysticks -> [The Joystick] -> Is Recognized
    • -
    -
  4. -
  5. Is the Joystick assigned to the Player? -
      -
    • Debug Information -> Players -> [Player #] -> Controllers -> Joysticks -> [The Joystick]
    • -
    -
  6. -
  7. Are there any applicable Joystick Maps loaded in the Player for that Joystick?
  8. -
      -
    • Debug Information -> Players -> [Player #] -> Controller Maps -> Joysticks -> [The Joystick] -> [The Map]
    • -
    -
  9. Does that Joystick Map map the Actions which you are querying for values? -
      -
    • Debug Information -> Players -> [Player #] -> Controller Maps -> Joysticks -> [The Joystick] -> [The Map] -> [The Binding]
    • -
    -
  10. -
  11. Is the Joystick enabled? (Would only get disabled if you manually disabled it in scripting.) -
      -
    • Debug Information -> Controllers -> Joysticks -> [The Joystick] -> Enabled
    • -
    -
  12. -
  13. Is the Joystick Map enabled? (Would only get disabled if you manually disabled it in scripting.) -
      -
    • Debug Information -> Players -> [Player #] -> Controller Maps -> Joysticks -> [The Joystick] -> [The Map] -> Enabled
    • -
    -
  14. -
  15. Is the ActionElementMap enabled? (Would only get disabled if you manually disabled it in scripting.) -
      -
    • Debug Information -> Players -> [Player #] -> Controller Maps -> Joysticks -> [The Joystick] -> [The Map] -> [The Binding] -> Enabled
  16. -
-

 

-
-

Joystick control doesn't work

-
    -
  1. Did you create one or more Players in the Rewired input manager?
  2. -
  3. Is Auto-assign Joysticks enabled in the Rewired Input Manager Settings page or have you manually assigned joysticks to the Player(s) during runtime through scripting? (See "My Controller Doesn't Work" also.)
  4. -
  5. Did you create any Joystick Maps compatible with the controller(s) you're using?
  6. -
  7. Did you assign those Joystick Maps to your Player(s) on start?
  8. -
  9. Are those Joystick Maps enabled on start in the Player(s)?
  10. -
  11. Is the joystick you're using a recognized controller? If not, please read about the Unknown Controller map and how unrecognized controllers are handled.
  12. -
  13. Please go through the Quick Start guide and ensure you haven't missed any steps.
  14. -
  15. Read the documentation to learn more about how Controllers and Controller Maps work.
  16. -
  17. See My Controller Doesn't Work for more information and tips on how to find the source of the problem.
  18. -
-

 

-
-

Keyboard control doesn't work

-
    -
  1. Did you create one or more Players in the Rewired input manager?
  2. -
  3. Did you create any Keyboard Maps?
  4. -
  5. Did you assign those Keyboard Maps to your Player(s) on start?
  6. -
  7. Are those Keyboard Maps enabled on start in the Player(s)?
  8. -
  9. Did you check "Assign Keyboard on Start" in the Player(s) you want to have access to the keyboard or assign the keyboard manually to the Player(s) during runtime through scripting?
  10. -
  11. Please go through the Quick Start guide and ensure you haven't missed any steps.
  12. -
  13. Read the documentation to learn more about how Controllers and Controller Maps work.
  14. -
  15. Use the Debug Information tool to determine why it isn't working.
  16. -
-

 

-
-

Mouse control doesn't work

-
    -
  1. Did you create one or more Players in the Rewired input manager?
  2. -
  3. Did you create any Mouse Maps?
  4. -
  5. Did you assign those Mouse Maps to your Player(s) on start?
  6. -
  7. Are those Mouse Maps enabled on start in the Player(s)?
  8. -
  9. Did you check "Assign Mouse on Start" in the Player(s) you want to have access to the mouse or assign the mouse manually to the Player(s) during runtime through scripting?
  10. -
  11. Please go through the Quick Start guide and ensure you haven't missed any steps.
  12. -
  13. Read the documentation to learn more about how Controllers and Controller Maps work.
  14. -
  15. Use the Debug Information tool to determine why it isn't working.
  16. -
-

 

-
-

Something works in the editor but not in a Standalone build

-

Differences in the editor and builds are almost always caused by one of two - possible issues:
-
- 1. Controller Mappings are incorrect. You are saving XML data (using Control Mapper or some other system) and - your saved data has different mappings. Clear your user save data to reset the mappings:

- -

UserDataStore logs a message in the editor every time XML data is loaded - specifically for the purpose of reminding you of this possibility.
-
- You can view Controller Maps live in both the editor and in builds to see - exactly what configuration is loaded.
-
- 2. When you create the build, the scene you are building is not the same - scene you are testing in the editor. The Rewired Input Manager prefab in the - build scene has different data saved in it compared to the Rewired Input - Manager in the scene you are testing in the editor, so you see differences. - Select the prefab in one of the two scenes (the one with the incorrect data) - and press "Revert" at the top of the inspector to revert it to the prefab - parent settings. If this doesn't work, go to the prefab with the correct - data and press "Apply" at the top of the inspector to commit its data to the - prefab parent.

-

 

-
-

Two or more keyboard keys cannot be pressed at the same time

-

If you find that no input value is returned when two or more keyboard keys are pressed at the same time, you are experiencing a hardware limitation of your particular keyboard called key jamming. This can affect any type of computer that uses a keyboard. This is not an issue with Rewired and there is no possible way to work around this issue in software because no signal is being sent from the keyboard.

-

 

-
-

Joystick count is zero on Start() even when joysticks are connected

-

Please see How To's - Receiving Joystick connect and disconnect events for important information.

-

 

-
-

Rewired is not initialized error

-

If you see the following error at runtime in the log:

-

"Rewired is not initialized. Do you have a Rewired Input Manager in the scene and enabled?"

-

There are only 3 reasons you could get this error:

-
    -
  1. There is no enabled Rewired Input Manager in the scene.
  2. -
  3. You canceled the installation process when Rewired tried to install itself and the Script Execution Order was not set causing Rewired to run after your other scripts and therefore it cannot initialize before you try to call it.
  4. -
  5. The Script Execution Order that Rewired sets during installation was changed or removed by some other asset that was installed. This can happen with assets that contain an entire project. These assets will warn you before installation that they will overwrite the entire project.
  6. -
-

The solution to #1 is to add a Rewired Input Manager to the scene.

-

The solution to #2 and #3 is to re-run the Rewired installation script by going to the menu:

-
    -
  • Window -> Rewired -> Setup -> Run Installer
  • -
-

Proceed with the installation and Rewired will set its Script Execution Order.

-

 

-
-

Joystick axes don't work on Xbox One, PS4, Android, iOS, etc.

-

Please see the following topic.

-

 

-
-

Exception: "Message: Input Axis MouseAxis1 is not setup."

-

Rewired was not installed properly (canceled during installation) preventing it from installing the Unity Input Manager entries necessary for supporting input on Unity fallback platforms and for getting mouse input when Native Mouse Handling is unavailable or disabled. Another possible cause is that these entries were deleted by some other asset installed after Rewired. This can happen with assets that contain an entire project. These assets will warn you before installation that they will overwrite the entire project. It can also happen if the asset contains its own Input Manager settings and overwrites the file instead of adding entries to it.

-

The solution is to re-run the Rewired installation script by going to the menu:

-
    -
  • Window -> Rewired -> Setup -> Run Installer
  • -
-

Proceed with the installation and Rewired will add the necessary Input Manager entries.

-

 

-
-

Rewired works in the editor but not on Xbox One, PS4, Android, iOS, etc.

-

If Rewired works in the editor but not on certain platforms, check the log file. The logs will tell you if Rewired was unable to initialize or any other errors that may have occurred.

-

The most common reason for this issue is that Rewired was not installed properly (canceled during installation) preventing it from installing the Unity Input Manager entries necessary for supporting input on Unity fallback platforms. Another possible cause is that these entries were deleted by some other asset installed after Rewired. This can happen with assets that contain an entire project. These assets will warn you before installation that they will overwrite the entire project. It can also happen if the asset contains its own Input Manager settings and overwrites the file instead of adding entries to it.

-

The solution is to re-run the Rewired installation script by going to the menu:

-
    -
  • Window -> Rewired -> Setup -> Run Installer
  • -
-

Proceed with the installation and Rewired will add the necessary Input Manager entries.

-


-

-
-

Time comparisons to Time.time don't match

-

When doing time comparisons to the current time from methods such as Controller.GetLastTimeActive(), you must compare current time based on ReInput.time.unscaledTime, not Time.time or Time.unscaledTime as Rewired always uses its own unscaled time calculation for all input for better accuracy in the various update loops. Do not compare against Time.unscaledTime as this is not always in perfect sync with Rewired's unscaled time.

-

 

-
-

OnGUI may return GetButtonDown/Up true for multiple frames

-

Due to the unpredictable order of OnGUI Repaint updates even with Script Execution Order set, Rewired has no way of being guaranteed to run first OnGUI Repaint events. Therefore, it is impossible to guarantee the input system will be able to update itself in the Repaint event before another script with an OnGUI call updates. Input may not yet be updated in the frame in which you are calling GetButtonDown from an OnGUI Repaint event and you may get the last frame's value (the value generated in the Layout event) for GetButtonDown. The end result is you may receive GetButtonDown or GetButtonUp multiple times in a row -- once in the Layout event and again in the Repaint event. In order to avoid this issue, only check for input in the Layout event as shown in the following example:

-
void OnGUI() {
-    if(Event.current.type == EventType.Layout) {
-        if(player.GetButtonDown("MyAction")) {
-            // do something
-        }
-    }
-}
-

 

-
-

When a keyboard key or D-Pad is pressed, GetAxis value ramps up/down slowly instead of instantly returning 1/-1

-

You have left the default Input Behavior Digital Axis settings. Please read the documentaion on Input Behaviors.

-

Digital Axis Settings:
- These settings allow buttons and keyboard keys to be treated like axes and return values ranging from -1 to 1 instead of just True and False as is the usual case. This allows you, for instance, to have smooth character movement when using the keyboard for movement controls. The GetAxis value of the Action can be smoothed over time based on the Digital Axis Settings (gravity and sensitivity). See Rewired Editor - Input Behaviors for more information about each setting.

-

The default values have been set to mimic Unity's default Gravity and Sensitivity settings.

-

To get an instant on/off value for a keyboard key, do one of the following:

-
    -
  • Disable Digital Axis Simulation in the Action's Input Behavior.
  • -
  • Use player.GetButton and player.GetNegativeButton instead of GetAxis when getting the value of the Action.
  • -
  • Use player.GetAxisRaw instead of GetAxis when getting the value of the Action.
  • -
-

 

-
-

RewiredStandaloneInputModule issues

-

Please see Rewired Standalone Input Module - Troubleshooting.

-

 

-
-

High CPU usage in profiler when using Deep Profile

-

Deep Profile is notoriously inaccurate when dealing with deep levels of nested method calls because it uses reflection to get method names and such. Profile your game with Deep Profile disabled and you will see a massive increase in speed.

-

 

-
-

Alpha, beta versions of Unity, experimental/preview features of Unity are not supported

-

Rewired does not support any alpha or beta versions of Unity or any experimental or preview features in any version of Unity. Rewired may or may not work with these versions and/or features enabled and no explicit support for them will be added.

-

Every major release of Unity requires a branch of Rewired built specifically for that branch. When a new major version of Unity is in alpha or beta state, there will be no version of Rewired available for this major version of Unity. Once the final version is released by Unity, a new branch of Rewired will be released for download on the Unity Asset Store.

-

Guavaman Enterprises does not provide support for pre-release versions of Unity or unfinalized features.

-

 

-
-

Parsec: Client Input Doesn't Work

-

With the default settings, the application must be in focus on the host machine for input to processed for clients, or else you must disable "Ignore Input When App Not In Focus."

-

 

-
-

 

-

Unity Editor

-

 

-

Error: The version of Rewired installed was not designed for Unity X. Please install Rewired for Unity X.

-

The error indicates you have installed a version of Rewired incompatible with the version of Unity you are using. You must install the correct version of Rewired from the Unity Asset Store.

-

The Unity Asset Store will automatically download the correct branch for the version of Unity you are using when downloading an asset. However, it does have bugs. If you have downloaded Rewired in a newer or older major version of the Unity editor, that version of the file will be cached in the Asset Store download location. The exact same download location is used for all versions of Unity from 5.0 onward, so when you switch to a different major version of Unity, the Unity Asset Store installer will install a copy of Rewired which was downloaded for a different version of Unity. The only solution is to delete the cached download and re-download it in Unity editor. See the Unity Manual for location of the Asset Store files.

-

The download locations as the time of this writing are as follows:

-

Windows:
- C:\Users\(your user name)\AppData\Roaming\Unity\Asset Store
- C:\Users\(your user name)\AppData\Roaming\Unity\Asset Store-5.x

-

MacOS:
- ~/Library/Unity/Asset Store
- ~/Library/Unity/Asset Store-5.x
-

-

Linux:
- home/.local/share/unity3d/Asset Store-5.x

-

These locations are subject to change at any time due to changes by Unity. Always See the Unity Manual for the most recent information about the location of the Asset Store files.

-

New Issue:

-

As of 2019.4.12f1, the Unity 2019 package manager downloads the Unity 2020 version of Rewired. This is a Unity Package Manager backend bug and was fixed by Unity on 1/3/2021. Delete the downloaded packages from the Unity asset store cache folder and download the package again.
-

-

 

-
-

Rewired does not install or has compiler errors immediately after installation

-

A very common error users make is to install a version of Rewired built for a newer major version of Unity in an older version of Unity. This happens because of Unity’s very poor choice to save Asset Store / Package Manager downloads from the Unity 5, 2017, 2018, 2019, 2020, and 2021 branches of Unity in the exact same folder. If you download the Unity 2021 version of Rewired from the Package Managerin Unity 2021, then go back to Unity 2020 and press Install without downloading Rewired again, Unity will install the 2021 version of Rewired which contains asset files and code that was built for Unity 2021 and is therefore incompatible with 2020. Download Rewired again from the Package Manager in Unity 2020 before installing Rewired and you won’t have any issues. You will need to delete the download before you can download it again. See this for download file locations.

-

Since Unity 2021, it is also possible to get errors if you install a version of Rewired built for an older version of Unity in a newer version of Unity. Rewired for Unity 2020 is incompatible with Unity 2021 and will throw errors on installation, or when you upgrade a project from Unity 2020 to Unity 2021.

-

You will get the following compiler error if you install Rewired for Unity 2018 in Unity 2017:

-

Assets/Rewired/Internal/Scripts/Misc/ExternalTools.cs - (80,18): error CS0535: `Rewired.Utils.ExternalTools' does not - implement interface member 'Rewired.Utils.Interfaces.IExternalTools.PS4Input_GetSpecialControllerInformation - (int, int, object )'`

-

You will get the following compiler error if you install Rewired for Unity 2021 in Unity 2020:

-

Assets\Rewired\Internal\Scripts\Misc\ExternalTools.cs(84,34): error CS0535: 'ExternalTools' does not implement interface member 'IExternalTools.WindowsStandalone_ForwardRawInput(IntPtr, IntPtr, uint, IntPtr, uint)'

-

You will get the following compiler error if you install Rewired for Unity 2020 in Unity 2021:

-

Assets\Rewired\Internal\Scripts\Misc\ExternalTools.cs(816,13): error - CS0234: The type or namespace name 'Windows' does not exist in the - namespace 'Rewired.Internal' (are you missing an assembly reference?)

-

There are likely more different errors as well, and the exact text of this errors will change in time as code changes.

-

Regardless, if you see compiler errors immediately after installing Rewired, you are using the wrong version of Rewired for the version of Unity you are using.
-

-

 

-
-

Compiler errors after upgrading Unity

-

This is just another variation of this problem. You are using a version of Rewired that was built for a different version of Unity and it is not compatible with it.

-

Some possible errors that may be shown:

-

Assets\Rewired\Internal\Scripts\Misc\ExternalTools.cs(816,13): error - CS0234: The type or namespace name 'Windows' does not exist in the - namespace 'Rewired.Internal' (are you missing an assembly reference?)

-

Install the correct branch of Rewired for the major version of Unity you are using.

-

Because of poor Asset Store / Package Manager design with regard to managing version-specific downloads of assets, you will likely have to clear the Asset Store / Package Manager cache to get the correct version of Rewired to download.

-

 

-
-

Compiler errors with Rewired classes such as Rewired.Player

-

It is sometimes possible to have class names in your project that may clash with Rewired classes such as Rewired.Player. If you have a global Player class declared in your project, the compiler will prefer that globally-declared Player over the Rewired.Player even with the "using Rewired;" - statement placed at the top of your script. (A globally-declared class is a class declared outside of any namespace.)

-

If you receive a compiler error such as the following, you have a globally-declared class, interface, struct, or enum that clashes with a Rewired class name:

-
Assets/Scripts/MyScript.cs(16,9): error CS0029: Cannot implicitly convert type `Rewired.Player' to `Player'
-

In general, it is very bad practice to have any classes declared globally. Unfortunately, the vast majority of Unity users, including many who sell assets on the Unity Asset Store, do not use namespaces. Therefore, there is a high probability of class name clashes. If you do not know what namespaces are, read about them on MSDN here.

-

In these cases, if you have a class that clashes with a Rewired class, it is best to use the fully-qualified name of the Rewired class in your script such as Rewired.Player instead of just Player.

-

This example shows how to explicitly declare the Rewired.Player class to avoid clashes:

-
-using UnityEngine;
-using Rewired;
-
-public class MyClass {
-    public Rewired.Player rewiredPlayer; // explicit declaration of the fully-qualified class name to avoid clashes with global Player classes.
-}
-You can also move the "using Rewired;" statment from the top of your script to inside your namespace declaration (provided you are using a namespace for your class) like this: -
using UnityEngine;
-
-namespace MyNamespace {
-    using Rewired; // this declaration will make Rewired classes take precedence over any global classes of the same name
-
-    public class MyClass {
-        public Player rewiredPlayer; // no more clash because Rewired.Player is higher priority than ::Player (global)
-    }
-}
-You can also make a single class take precedence over any global class with the same name like this: -
using UnityEngine;
-using Rewired;
-using Player = Rewired.Player;  // this declaration will make Rewired.Player take precedence over a global Player class
-
-public class MyClass {
-    public Player rewiredPlayer; // no more clash because Rewired.Player is higher priority than ::Player (global)
-}
-

-
-

Null reference exception when recompiling scripts in the editor at runtime

-

NOTE: This information only applies to runtime recompiling in the editor while in Play mode. If you don't need this functionality, you do not need to do any of the following.

-

Null reference exceptions thrown during a recompile are a result of a script not checking if Rewired is ready before attempting to access properties or methods of the ReInput class.

-

If your workflow requires that you edit scripts during runtime, you should be aware that once recompile is triggered, the main Rewired managing class is destroyed and recreated. All Player, Controller, and other references are no longer valid. Due to the sheer complexity of Rewired (native input for example), runtime data is not serialized and therefore seamless resuming from a runtime recompile is not supported (see below for details). To prevent your scripts from throwing null reference exceptions when you recompile during runtime, you should be checking ReInput.isReady to determine if the system is initialized at the beginning of your input update.

-

Code patterns that survive runtime recompiles:

-

Pattern 1: Get Rewired Player every update

-
using UnityEngine;
-    using Rewired;
-     
-    public class RecompileTest : MonoBehaviour {
-     
-        void Update () {
-            if(!ReInput.isReady) return; // check if Rewired is ready (if false, editor is compiling)
-
-            // Do input processing
-            Player p = ReInput.players.GetPlayer(0); // get the Player object every update
-            Debug.Log(p.GetButton("Fire"));
-        }
-    }
-
-
    -
  1. By checking ReInput.isReady at the beginning of the update and exiting if it's not ready, you avoid null references while Unity is recompiling.
  2. -
  3. Never make any calls to any Rewired classes while the editor is recompiling (ReInput.isReady == false).
  4. -
  5. By getting the Player every update and not storing it, you don't have to worry about it going out of scope after a recompile.
  6. -
-

Pattern 2: Caching Rewired Player

-

This pattern allows you to cache your Player object on Awake and not have to get the Player each update. However, when recompiling, you must get a new reference to the Player object after compiling is finished because the original object is no longer valid.

-
public int playerId = 0;
-private Rewired.Player player;
-private bool isRecompiling;
- 
-void Awake() {
-  CacheRewiredPlayer();
-}
- 
-void Update() {
-    GetInput();
-}
- 
-void GetInput() {
-#if UNITY_EDITOR
-    if(IsCompiling()) return; // exit during recompile
-#endif
- 
-  float value = player.GetAxis("MyAxis");
-}
- 
-bool IsCompiling() {
-    if(!ReInput.isReady) {
-        isRecompiling = true;
-        return true;
-    } else if(isRecompiling) {
-        isRecompiling = false; // just finished recompiling
-        CacheRewiredPlayer(); // get the new Player object after recompile
-    }
-    return false;
-}
- 
-void CacheRewiredPlayer() {
-  // Store the Player object
-  player = ReInput.players.GetPlayer(playerId);
-}
-

The #if UNITY_EDITOR preprocessor directive was added because there is no need to check for recompiling in a build since this isn't possible.

-

 

-
-

Compile errors on PS4, XBox One, WiiU, or other special platforms

-
Assets/Rewired/Internal/Scripts/InputManager.cs(5,15): error CS0234: The type or namespace name `Utils' does not exist in the namespace `Rewired'. Are you missing an assembly reference?

Assets/Rewired/Internal/Scripts/InputManager.cs(6,15): error CS0234: The type or namespace name `Platforms' does not exist in the namespace `Rewired'. Are you missing an assembly reference?

-
-

Both Utils and Platforms are namespaces in Rewired_Core.dll.
-
- Unity added the ability to designate what platforms DLLs compile to in Unity 5 by setting check boxes on the DLL in the inspector for each platform. Rewired_Core.dll comes with all options checked except Windows App Store. Special versions of Unity add checkboxes for that specific platform (PS4 for example). That special platform check box is not and cannot be automatically checked by Rewired because it is built on a standard Unity build that does not contain these special platforms.

-

To fix this, simply click on Rewired/Internal/Libraries/Runtime/Rewired_Core.dll and check the appropriate platform checkbox in the inspector.

-

-

 

-
-

Some component of Rewired is missing (RewiredStandloneInputModule, Control Mapper, etc.)

-

If a component of Rewired is missing from the installation:

-
    -
  1. Check to make sure you have the latest version of Rewired installed. Go to the menu:
    - Window -> Rewired -> Help -> About
  2. -
  3. Make sure the version of Unity you are using is compatible with that component. For example, to use the RewiredStandaloneInputModule or Control Mapper, you must be using Unity 4.6+.
  4. -
  5. If neither 1 or 2 apply, then the file may have been deleted or not allowed to install. Make sure Rewired is in the root project Assets/ folder first, then re-run the installer script from the menu:
  6. -
  7. Window -> Rewired -> Setup -> Run Installer
    - And allow the installer to install. This will not destroy any of your input configuration data which is stored in the Rewired Input Manager game object, not in the Rewired project folder.
  8. -
  9. If the files are still missing, delete and reinstall Rewired from the Unity Asset Store. First, delete the entire Rewired folder from the project. This will not destroy any of your input configuration data which is stored in the Rewired Input Manager game object, not in the Rewired project folder. Then re-install Rewired from the Unity Asset Store.
    - Important: After deleting the Rewired folder DO NOT save your scene or project until after you have re-installed Rewired. If you save your scene or project while Rewired is deleted, serialzed data on gameobjects in your scene may be erased by Unity because the Rewired classes no longer exist. Once Rewired is re-installed, it should be safe to save your scene, but it would be safer to quit and restart Unity before doing so.
  10. -
-
-

"Data Files is missing" error

-

This can happen for two reasons:

-
    -
  1. The Data Files field in the Rewired Input Manager inspector is blank.
  2. -
  3. Serialization errors in some versions of Unity after upgrading Rewired or importing a ControllerDataFiles that replaces the original while the Unity Editor is open.
  4. -
-

If #1, link the Data Files field to the ControllerDataFiles included with Rewired at Assets/Rewired/Internal/Data/Controllers/ControllerDataFiles.

-

If #2, close the Unity Editor and re-launch it.

-

 

-
-

Doing a clean reinstall of Rewired

-

How to do a clean reinstall of Rewired:

-
    -
  1. Close the Unity editor if it is open.
  2. -
  3. Open the Unity editor.
  4. -
  5. Delete the Rewired folder.
  6. -
  7. Close the Unity editor without saving if asked.
  8. -
  9. Open the Unity editor.
  10. -
  11. Install Rewired from the Unity Asset Store.
  12. -
  13. Close the Unity editor without saving if asked.
  14. -
  15. Open the Unity editor.
  16. -
  17. Test.
  18. -
-

 

-
-

 

-

Windows

-

-

Windows: XBox One controller doesn't work

-

Most often this is caused by creating a Joystick Map specifically for the Xbox One controller when Use XInput is enabled instead of using the Gamepad Template. See Controller Maps - Special Considerations for XInput gamepads on Windows Standalone, Windows App Store, and Windows 10 Universal.

-

 

-
-

Windows: XBox controllers, possibly Dual Shock 4 controllers, and potentially all controllers no longer work

-
-
-
-

This is a Steam issue and means Steam has not been properly configured. See this for more information.

-

 

-
-

Windows: XBox 360 controller L/R triggers can't be pressed at the same time on Windows

-

This is a design issue with the Microsoft XBox 360 controller driver. The XBox 360 controller driver only returns a single byte of data for both the left and right triggers making it impossible to distinguish the two when both are pressed simultaneously when using Raw Input or Direct Input. You can read about this issue and the reasoning behind the design here.

-

The solution is to enable Use Windows Gaming Input or Use XInput in the Rewired Editor - Settings. Both APIs are able to treat the triggers as separate values.

-

 

-
-

Windows, XInput: XInput-compatible device shows up as multiple controllers

-

If Use XInput is enabled and you are seeing multiple XInput devices in Rewired when only one controller is plugged in:

-

If you are seeing multiple devices named "XInput Gamepad 1", "XInput Gamepad 2", etc:
- Multiple XInput devices showing up can only be caused at the Windows driver - level. Rewired queries XInput.dll directly to get the list of connected - XInput devices 0-3. There is no intermediary step involved. Therefore, your
- XInput device is showing up as 2 devices in XInput itself, not Rewired. This is almost always caused by a driver creating multiple devices. Check Windows Device manager for multiple XInput devices under HID and Xbox Peripherals and elsewhere. Uninstall one or all of these drivers, reboot, and try agiain. Another possible cause is if you have a 3rd party tool that - creates emulated XInput devices such as DS4Win, PS3 SCP driver, or - other tools that emulate XInput devices. Uninstall these tools/drivers and try again.

-

If you are seeing multiple devices, one named "XInput Gamepad 1" and one named something else like "Controller (XBOX One For Windows)":
- This error can only happen if the XInput-compatible device does not conform to Microsoft's documented standards for how XInput devices identify themselves. If the device deviates from these standards, Rewired will be unable to filter out XInput devices when it populates its Raw Input or Direct Input device list. This causes it to create both a Raw Input / Direct Input device and an XInput device. The only way to fix these problem devices is to add special case code to manually filter them out individually. Report this device via the support form on the website and include all relevant controller information shown by the Rewired/DevTools/JoystickElementIdentifier tool. (Create a new scene, add the JoystickElementIdentifier tool to the scene at 0, 0, 0, add an empty Rewired Input Manager, and press Play.) To include a screenshot, please include a link to the image on a filesharing service such as Dropbox.

-

 

-
-

Windows, XInput: XInput-compatible device is always connected even after disconnecting the controller and no connect or disconnect events are sent

-

The most common cause is that you have a 3rd party tool that - creates emulated XInput devices such as the PS3 SCP driver or - other tools that emulate XInput devices. Uninstall these tools/drivers and try again. This issue occurs at the driver level and is not related to Rewired.

-

 

-
-

Windows, XInput: Fallback handler could not load library C:/.../Mono/xinput1_4.dll

-

When XInput is enabled, the build log file will always contain these on Windows XP, Vista, and 7, and possibly on Windows 8 depending on what version of XInput is installed on the system:

-

Fallback handler could not load library C:/.../Mono/xinput1_4.dll
- Fallback handler could not load library C:/.../Mono/.\xinput1_4.dll
- Fallback handler could not load library C:/.../Mono/xinput1_4.dll
- Fallback handler could not load library C:/.../Mono/xinput1_4
- Fallback handler could not load library C:/.../Mono/.\xinput1_4
- Fallback handler could not load library C:/.../Mono/xinput1_4
- Fallback handler could not load library C:/.../Mono/libxinput1_4.dll
- Fallback handler could not load library C:/.../Mono/.\libxinput1_4.dll
- Fallback handler could not load library C:/.../Mono/libxinput1_4.dll

-

Those log messages are completely harmless. Mono makes these log entries the first time you make an extern call to a DLL when it tries to find that DLL. It tries all permutations of a DLL’s name before giving up and throwing an exception if the DLL was not found. This is the only way to detect the presence of a DLL in C#.

-

Rewired works with all versions of XInput. Rewired will try to detect and use the best possible version of XInput installed on the user's system starting with XInput 1.4 and going backwards to the original release of XInput until it finds one it can use. The more versions it tries before it finds a suitable version, the more entries will be logged.

-

These log messages do not indicate any kind of problem with XInput. These log messages are logged by Mono, not Rewired, and cannot be silenced.

-

 

-
-

Windows: Nintendo Switch Pro Controller doesn't work

-

The Nintendo Switch Pro Controller can only be used in Windows with Primary Input Source set to Raw Input and Enhanced Device Support enabled. This is documented on the Supported Controllers page:

-

Supported Controllers - Nintendo Switch Pro Controller

-

 

-
-

Windows 10 Universal: Serialization errors

-

If you get errors when building the UWP project in visual studio like the following:

-
InvalidCastException: Unable to cast object of type
-'Rewired.Data.Mapping.HardwareJoystickMap' to type
-'UnityEngine.IUnitySerializable'.
-   at UnityEngine.Internal.Types.$UnityType4390.$Invoke0(Int64
-instance, Int64* args)
-   at UnityEngine.Internal.$MethodUtility.InvokeMethod(Int64 instance,
-Int64* args, IntPtr method) 
-(Filename:  Line: 0)
-
-

It is caused by the Rewired_Core.dll version being out of sync with the main Rewired_Core.dll used in the editor.

-

There are several things you can to do:

-
    -
  • Try reinstalling the Windows UWP libraries in the Unity editor as shown here.
  • -
  • Clear all cached files in Visual Studio
  • -
  • Make sure the version of Rewired_Core.dll copied to the Visual Studio project matches the version in Unity in the Rewired\Internal\Libraries\Runtime\UWP folder. (The one you would compare to depends on if you're using the .NET or IL2CPP scripting backend.)
  • -
-

 

-
-

 

-

MacOS

-

MacOS: Mac App Store submission rejected due to Invalid Code Signing Entitlements error

-

IMPORTANT:
-This issue is fundamentally a Mac App Store issue and not a Rewired issue. Rewired happens to contain a native library on MacOS, just as Unity contains many native libraries, and as any application may contain many libraries. The Mac App Store requires that the package be notarized and all binaries be code signed by the developer prior to uploading. You should refer to the Apple documentation on how to notarize a package and code sign binaries. Any information provided here is only for your convienience and may be incorrect. Nothing in this section is authoritative on the subject. I cannot provide additional information on how to notarize your package or code sign binaries for Mac App Store submission.

-

-------

-

Mac App store has specific code signing requirements that your application must meet to pass testing. I have been getting reports of projects containing Rewired failing testing with the following errors:

-
ITMS-90288: Invalid Code Signing Entitlements - The entitlements in
-your app bundle signature do not match the ones that are contained in
-the provisioning profile. According to the provisioning profile, the
-bundle contains a key value that is not allowed: '' for the key
-'com.apple.application-identifier' in
-'APPLICATION_NAME.app/Contents/PlugIns/Rewired_MacOS.bundle'
-
-ITMS-90286: Invalid Code Signing Entitlements - Your application
-bundle's signature contains code signing entitlements that are not
-supported on macOS. Specifically, value '' for key
-'com.apple.application-identifier' in
-'APPLICATION_NAME.app/Contents/PlugIns/Rewired_MacOS.bundle' is not
-supported. This value should be a string starting with your TEAMID,
-followed by a dot '.', followed by the bundle identifier .
-

-

This Unity documentation on Mac code recommends running codesign on the project with the --deep flag enabled, which would presumably cause it to sign all the binaries inside the project which would include Rewired_MacOS.bundle:
- https://docs.unity3d.com/2022.1/Documentation/Manual/macos-building-notarization.html

-
codesign --deep --force --verify --verbose --timestamp --options runtime --entitlements "application_name.entitlements" --sign "Developer ID Application : XXX (YYY)" "application_name.app"
-
-

 

-
-

MacOS: "Rewired_MacOS.bundle" can't be opened because Apple cannot check it for malicious software

-

IMPORTANT:
- The following information is provided only for your convenience and the information may be incorrect. Refer to Apple's documentation on how to manage file security on MacOS. -I cannot provide additional information on how to deal with MacOS file quarantine issues.

-

-------

-

All files downloaded from the internet in a web browser will be flagged by the OS with the "com.apple.quarantine" attribute. This causes the downloaded file, and any files contained within an archive, to be quarantined if they contain non-notarized executable code. Rewired on MacOS contains Rewired_MacOS.bundle, a library required to support the Game Controller Framework on MacOS. This library is ad-hoc signed, and is therefore automatically quarantined if Rewired was downloaded from a web browser. (This should not happen when Rewired is downloaded from the Unity Asset Store.) Every time you press Play in the Unity Editor, Rewired_MacOS.bundle will be blocked from loading and a security message displayed.

-

The quarantine attribute can be removed by using the following command in a terminal:

-
xattr -r -d com.apple.quarantine [FullPathToDir]/Rewired_MacOS.bundle
-

Rewired_MacOS.bundle is located in the Unity project's Assets folder under Rewired/Internal/Libraries/Runtime/Native/MacOSStandalone/.

-

Games published to Steam and the Mac App Store will not display this warning as the developer is required to notarize their submission including all libraries before publishing.

-

 

-
-

MacOS: Errors that mention Rewired_MacOS.bundle

-

Various errors can occur due to the Rewired_MacOS.bundle version being out of sync with the installed version of Rewired. This can occur because Unity may not attempt to upgrade the Rewired_MacOS.bundle file when updating Rewired from the Unity Asset Store.

-

Install Rewired from the Asset Store and ensure that Rewired/Assets/Internal/Libraries/Runtime/Native/MacOS/Rewired_MacOS.bundle is checked.

-

If problems persist, delete the Rewired/Assets/Internal/Libraries/Runtime/Native/MacOS/Rewired_MacOS.bundle and associated .meta files in the project and reinstall Rewired from the Unity Asset Store. If an error occurs when trying to delete the file, close the Unity Editor, delete the file, re-open it, and install Rewired again.

-

 

-
-

MacOS: XBox One Controller vibration doesn't work

-

Enable Use Game Controller Framework for best device and feature support.

-

If Use Game Controller Framework is disabled, in order for vibration to work on the Xbox One Controller on MacOS, the input source must be set to Native. Older versions of MacOS may require this driver be installed (at least v0.16).

-

 

-
-

MacOS, Mac App Store: Joysticks don't work

-

To access USB or Bluetooth devices in the Mac App Store sandbox, your application must request specific entitlements.

-

Enable the follow entitlements for your application:

-
    -
  • com.apple.security.device.bluetooth
  • -
  • com.apple.security.device.usb
  • -
-

These entitlements may not be required if the primary input source is set to Game Controller Framework.

-

See the Mac App Store entitlements documentation for more information.

-

 

-
-

 

-

Linux

-

-

Linux: Enhanced Device Support doesn't work

-

Enhanced Device Support on Linux requires UDEV rules to be set up by the end-user. See this for more information.

-

 

-
-

 

-

Android

-

-

Joystick buttons activate keyboard keys on Android

-

Rewired uses Unity input as the input source in Android so it is subject to its limitations. Most Android joysticks return keyboard keycode values for certain buttons on the controller such as Left Shoulder (Left Shift), Right Shoulder (Right Shift), Back (ESC), Menu (Menu), etc. These keyboard values can be in additon to or instead of a joystick button value. This can be problematic if you've developed your game for both desktop PCs and Android and have keyboard maps already set up for the desktop and you want to use the same input scheme for an Android build. When you press one of these buttons, if it also has an Action assigned through a keyboard map, you may get 2 values returned -- one for the keyboard map and one for the joystick map.

-

An easy way to prevent this is to set ReInput.controllers.Keyboard.enabled = false to disable all keyboard input on Android. Special provision has been made for certain Android keycodes used by most joysticks such as Back and Menu so that these will still work when activated by a joystick. In addition to solving this issue, disabling keyboard input improves performance slightly. Note that on Android, even when disabling keyboard support certain keys will still function in order to still be able to support certain buttons on joysticks that return keyboard keycodes such as the Back button.

-

You can disable keyboard support per-platform on the Rewired Editor - Settings page or through scripting as shown below.

-
void Awake() {
-#if UNITY_ANDROID && !UNITY_EDITOR
-    Rewired.ReInput.controllers.Keyboard.enabled = false; // Disable keyboard input on Android platform
-#endif
-}
-

 

-
-

 

-

iOS

-

 

-

iOS 13 Xbox, PS4 Controller Support

-

Apple will be adding support to iOS 13 for Xbox and Playstation 4 controllers.

-
    -
  1. These controllers DO work already with no changes in Rewired.
  2. -
  3. The controllers are treated as every other MFI controller because Apple has chosen to expose them as MFI controllers.
  4. -
  5. Rewired has no explicit support for these controllers on iOS. It inherited support through the fact they chose to treat them as MFI controllers. There currently has been no update to Rewired to support these
    - controllers in any other way than as generic MFI controllers.
  6. -
  7. Controller.name can be used to identify which MFI controller this is so you can display device specific glyphs. Rewired cannot use the iOS 13 ProductCategory function. Rewired on iOS uses UnityEngine.Input for all input as shown here, so Apple API calls don't apply.
  8. -
  9. You must make your Controller Map for the Gamepad Template or the iOS MFI Controller profiles. Controller Maps created for Xbox One Controller, Xbox 360 Controller, or DualShock 4 will not be used on iOS because, to Rewired, these controllers are all simply MFI controllers.
  10. -
  11. IF I decide to change the current system implement these new controllers as separate controller definitions for the sole purpose of reporting button element names based on the specific device, that will be done in a future version and listed on the supported controllers page. There are also some very significant disadvantages to doing this including making user mappings no longer universal across MFI devices (when a user changes a mapping for a SteelSeries Nimbus MFI controller, then swaps out with a DS4 or Xbox One controller, it will not inherit those mappings made for the other MFI controller because they would now use different device profiles).
  12. -
-

To determine device type to display device-specific glyphs:

-

Controller.name will return the following for these devices:
- Xbox One: "Xbox Wireless Controller"
- DualShock 4: - "DUALSHOCK 4 Wireless Controller"

-

Use that to display different graphics for the elements on the MFI controller.

-

IMPORTANT:
- This behavior may change in a future version of Rewired to load different controller definitions for Xbox and PlayStation controllers requiring you to change the way glyphs are implemented.

-

 

-
-

Game controllers not detected

-

In Unity versions 5.3.0+, game controllers no longer work in Unity because the XCode project Unity builds does not automatically reference the required GameController framework.

-

Solution: Manually add a reference to the GameController or GameKit framework in XCode.

-

More details of this issue and the solution can be found here.

-

 

-
-

 

-

tvOS

-

-

Game controllers not detected

-

In Unity versions 5.3.0+, game controllers no longer work in Unity because the XCode project Unity builds does not automatically reference the required GameController framework.

-

Solution: Manually add a reference to the GameController or GameKit framework in XCode.

-

More details of this issue and the solution can be found here.

-

 

-
-

Joystick buttons activate keyboard keys on tvOS

-

Rewired uses Unity input as the input source in tvOS so it is subject to its limitations. tvOS joysticks return keyboard keycode values for certain buttons on the controller such as Left Shoulder, Right Shoulder, etc. These keyboard values are in additon to a joystick button value. This can be problematic if you've developed your game for both desktop PCs and tvOS and have keyboard maps already set up for the desktop and you want to use the same input scheme for a tvOS build. When you press one of these buttons, if it also has an Action assigned through a keyboard map, you may get 2 values returned -- one for the keyboard map and one for the joystick map.

-

An easy way to prevent this is to set ReInput.controllers.Keyboard.enabled = false to disable all keyboard input on tvOS. In addition to solving this issue, disabling keyboard input improves performance slightly.

-

You can disable keyboard support per-platform on the Rewired Editor - Settings page or through scripting as shown below.

-
void Awake() {
-#if UNITY_TVOS && !UNITY_EDITOR
-    Rewired.ReInput.controllers.Keyboard.enabled = false; // Disable keyboard input on tvOS platform
-#endif
-}
-

 

-
-

PlayerMouse software pointer does not work with Apple TV Siri Remote

-

The Rewired Standalone Input Module works in the same was as the original Unity Standalone Input Module. Touch input takes precedence over mouse input, so if any touch input is detected, mouse input will not be processed.

-

The Apple TV Siri Remote generates touch input when you touch or swipe anywhere on the touchpad. If you have set up a PlayerMouse to allow you to move a software pointer with the Siri Remote's touchpad, you must disable touch support on the Rewired Standalone Input Module, otherwise the touch events will be processed and the PlayerMouse will not move when you interact with the remote's touchpad.

-

The Rewired Standalone Input Module's "Touch Supported" option must be disabled on TV OS for PlayerMouse to work properly with the Apple TV Siri Remote.

-
-// Disable touch input on the RewiredStandaloneInputModule on tvOS if using PlayerMouse
-#if UNITY_TVOS
-    (EventSystem.current.currentInputModule as Rewired.Integration.UnityUI.RewiredStandaloneInputModule).allowTouchInput = false;
-#endif
-

 

-
-

 

-

Xbox One (XDK)

-

-

XBox One: Crash/blank screen on start in game build

-

This is always due to improper setup of the required dependencies. See Special Platform Support - XBox One for details on setting up the required dependencies.

-

 

-
-

XBox One: High CPU usage in profiler

-

Debug builds on Xbox One show ridiculously high CPU usage from InputManager_Base.Update, sometimes as high as 28 ms. On Development builds the CPU usage is much, much lower.

-

Set Build Type to "Development Build" to avoid the huge debug overhead when profiling.

-

 

-
-

XBox One: Controller connect/disconnect events do not work

-

I receive reports every month or two about controller connection and disconnection events not working on the Xbox One platform. These events are driven directly by Unity's UnityEngine.XboxOneInput.OnGamepadStateChange event exposed by Unity which - is nothing more than a wrapper for the SDK's event. For Rewired's events to not be fired means that Unity's events are not being fired (and perhaps the SDK's events below that.)

-

Every case of this issue has turned out to be something unrelated to the direct issue. For example, if an XInput-compatible controller is attached to the development PC, controller events may not fire on the console. Disconnect the controller from the PC and restart the console and events should start working again.

-

In addition, if you are not running a packaged build (push deploy, etc.), the events may not fire.

-

This is not a bug in Rewired causing this issue and there is no solution that can be implemented to fix it.
-

-

 

-
-

XBox One: Controller appearing on console when connected to development PC

-

If an XInput-compatible controller is attached to the development PC, the controller will be detected by the Xbox One console and used. This is not Rewired's doing and the behavior cannot be disabled. This is a feature of the Microsoft Xbox One SDK.

-

 

-
-

 

-

Steam

-

All of this information is documentation on how Steam functions and has very little to do with Rewired. Rewired is treated as any other application by Steam and Rewired does not interface with its API in any way. Steam is responsible for making the Steam Controller appear to the application based on the settings you choose in Steam. This information has been included because so many people have problems with setting up things properly in Steam. All of this information has been figured out through trial and error. Frequent changes to Steam are likely to render some or all of this information invalid.

-

It is impractical for me to provide complete documentation on Steam or how to configure Steam. Steam is a separate system that I did not create and do not have control over. Complete Steam documentation is available in the Steamworks back end.

-

1. Read the Steamworks developer documentation

-

The Steamworks developer documentation is the authoritative source for information on Steam. Refer to it for information on how to set up Steam correctly.

-

2. Get help on Steam issues on the Steamworks forums

-

Rewired is simply a consumer of what is exposed by Steam. Rewired does not interact directly with Steam. Problems with Steam are almost always caused by improperly configured Steam settings (developer and/or end-user) or not understanding what Steam is doing. The best way to undestand Steam and requirements for your game with regard to input is to read the Steamworks developer documentation. Seek help for questions about Steam's input configuration on the Steamworks developer forums or contacting Steam for support. (But please don't ask for specific help with Rewired on the Steamworks forums. Issues with configuring controllers in Steam and Steamworks are independent of the fact you're using Rewired.)

-

3. Understand how Steam Controllers and Steam-configured controllers work

-

It is critical to understand how Steam Controllers and Steam-configured controllers (emulated controllers) work and how to configure settings for them. I receive support issues on a very regular basis because of issues arising from developers not understanding how Steam modifies the controllers the application can detect and how the Steam must be configured to expose controllers to the application. The most common complaint is that Rewired can't detect any controllers, and the problem is almost always due to misconfiguration or lack of configuration of Steam's settings. There is a lot of information on this page about how Steam-configured controllers work which provides an overview, but Rewired's documentation is not a substitute for reading the Steamworks documentation on this topic.

-

4. Understand the difference between running your game with Steam running and initialized and without

-

When Steam is not initialized, the application may have access to entirely different information about controllers than when Steam has been initialized. This is due to their controller-configuration system. If you get different results when you test your game without Steam running than with it running, this is why.

-

Before Steamworks is initialized (or if Steam is not running and you are testing in the Unity Editor):

-
    -
  • Rewired receives ACTUAL information from the OS input APIs.
  • -
  • Rewired sees all devices visible to the system.
  • -
-

After Steamworks is initialized:

-
    -
  • Steam hooks the application so calls to OS input APIs are rerouted through Steam.
  • -
  • Rewired receives MODIFIED information from the input APIs.
  • -
  • Rewired cannot see the true devices connected to the system, only what Steam exposes to it.
  • -
-

5. Understand that Steam does not work well in the Unity Editor and can cause problems with controllers

-

See this important information about running Steam in the Unity Editor.

-

 

-
-

Rewired Setup

-

Steam should be initialized before Rewired

-

Steam should be initialized before Rewired because Steam takes over what controllers the application can see and substitutes its own virtual controllers. In order to avoid issues with Rewired seeing devices that Steam doesn't want it to see, makes sure Rewired is initialized after Steamworks in your application.

-

This means you need to take special steps to initialize Steamworks before Rewired because the Rewired Input Manager and the Rewired Initializer are set to initialize before all other scripts so that Rewired can be available in Awake for any scripts that need it. Two possible ways to do this:

-
    -
  1. Create a script and set the Script Execution order to a number lower than any other script in the scene, then from that script, first initialize Steamworks, then enable or instantiate the Rewired Input Manager or the Rewired Initializer.
  2. -
  3. Initialize Steamworks in a separate scene and then load the next scene that contains the Rewired Input Manager or the Rewired Initializer.
  4. -
-

Explanation:

-
    -
  • If Rewired initializes before Steam, Rewired will be able to see the ACTUAL devices on the system.
  • -
  • When Steam initializes, it may hide some of these devices and create different ones.
  • -
  • On Windows, If Rewired is using Raw Input or Direct Input for these devices, it will retain the device connection even after Steam has initialized and hidden the devices because Raw Input and Direct Input code paths only detect device connect/disconnect on system events. Steam does not create a device disconnect event for these devices, so Rewired does not know to re-evaluate all devices on the system.
  • -
  • On Windows, XInput is not affected by this issue.
  • -
-

 

-
-

Steam Controller

-

All Platforms
- Native Steam Controller support is not available at this time. Direct support of the controller's special features is not currently available. The Steam Controller can only be supported through Steam's automatic emulation of a standard controller (type varies by platform.)

-

Important
-
The Steam Controller is not a standard HID device and cannot be seen by the OS without Steam being initialized for your process through the Steam API with Steam running in the background. It is not possible to use the Steam Controller without Steam. Rewired does not initialize Steam for you -- you will have to do so using the Steam API or a C# Steam library such as Steamworks.net.

-

Rewired Mappings
- It is recommended you always create a Joystick Map for the Gamepad Template in the Rewired Editor. This will cover the Steam Controller and Steam-configured controllers on all platforms.

-

Windows
-
The Steam Controller works best with Raw Input + Windows Gaming Input or Direct Input + Windows Gaming Input. Unity Input should generally not be set as the Primary Input Source and Disable Native Input should not be checked.

-
    -
  • When Use Windows Gaming Input is enabled, the Steam Controller will use the Steam Controller profile.
  • -
  • When Use XInput is enabled but Use Windows Gaming Input is disabled, the Steam Controller will use the Xbox 360 Controller profile (XInput device).
  • -
  • When both Use Windows Gaming Input and Use XInput are disabled and Raw Input or Direct Input is the Primary Input Source, the Steam Controller will use the Steam Controller profile and must be mapped using the Gamepad Template.
  • -
  • If Unity is the Primary Input Source, the Steam Controller will use the Xbox 360 Controller profile.
  • -
-

Note: When using XInput devices with XInput enabled and Use Windows Gaming Input disabled, Windows is limited to a maximum of 4 devices. This is a limitation of XInput, not Rewired. See this for information on supporting more than 4 XInput devices.

-

See this for important information on using the Steam Controller and Steam-configured devices in the Unity Editor on Windows.

-

OSX
-
It is recommended that you leave the input source set to Native for the best device support. The Steam Controller will use the Steam Controller profile and must be mapped using the Gamepad Template.

-

Linux
- It is recommended that you leave the input source set to Native for the best device support. The Steam Controller will use the Steam Controller profile and must be mapped using the Gamepad Template.

-

***IMPORTANT*** Configuring Steam Controller Settings

-

Both Steam Controllers and Steam-configured controllers appear to the application based on settigns configured both by the developer in the Steamworks backend and by the end user in the Steam client interface.

-

You MUST set up default configuration settings for the Steam Controller in the Steamworks backend for your application, otherwise the application may not detect any controllers.

-

Developer
- Set the option in the Steamworks backend under Your App -> Application -> Steam Input -> Steam Input Default Configuration to "Generic Gamepad" or some other reasonable default. (The exact location of this setting may change as Rewired's documentation is not continually updated with every change made by Steam. Refer to the Steamworks documentation for current information.) If this is set to Keyboard, None, or some other incompatible setting, Steam will hide the Steam Controller and all Steam-configured controllers from the application.

-

End User
- The end user can also change how they want Steam controllers to behave in the Steam client interface. If they change the setting to cause Steam Controllers to appear to the application as Keyboard + Mouse, Steam-configured devices will not be exposed to the application.
-

-

 

-
-

Steam-Configured controllers

-

Steam has the ability to "configure" certain controllers and make them appear as different controllers with custom bindings set through the Steam interface. Steam will hide the real device from the application and expose a virtual device in its place so it can take full control over it. Once a controller has been taken over by Steam, it is treated exactly like a Steam Controller. See this for important information on how to support Steam Controllers.

-

Steam-configuration of controllers can be enabled or disabled for various types of controllers. This determines whether the application will see the real device or the virtual device controlled by Steam. Steam allows both the developer and the end user to separately determine what types of controllers they want Steam to treat as Steam-configured controllers.

-

Developer Default Settings

-

The developer can set up defaults for their application in the Steamworks backend under Your App -> Application -> Steam Input -> Opt Controllers into Steam Input. This setting determines how the different types of controllers are treated by Steam by default. (The exact location of this setting may change as Rewired's documentation is not continually updated with every change made by Steam. Refer to the Steamworks documentation for current information.)

-

Note that opting in by enabling the toggle box for a controller type will override the end user's settings for that controller type. The end user will not be able to opt out if you have chosen to opt in for a particular controller type in the Steam developer backend. See Should I Enable Controller Configuration Support below before opting in for any controllers.

-

End User Settings

-

The end user can also decide which controller types they want to be Steam-configured.

-

The user can change these settings in Steam Big Picture mode under Settings -> Controller or in the main Steam desktop interface in the menu Steam -> Settings -> Controller -> General Controller Settings. (The exact location of these setting may change as Rewired's documentation is not continually updated with every change made by Steam. Refer to the Steamworks documentation for current information.)

-

In general, it is recommended the end user not enable configuration support for any of these controllers as long as your game provides support for them through Rewired.

-

Steam Big Picture controller configuration support

-

Should I opt in to Steam Controller Configuration?

-

In general, it is recommended that you do not opt in to controller configuration for any controllers in the Steam developer backend. Rewired already supports more controllers out of the box than Steam with special features for some controllers such as the Dual Shock 4 and DualSense. As long as your game supports controllers using the Gamepad Template, Rewired will support all of the most important controllers. The user can always opt in themselves if needed.

-

IMPORTANT: Be aware that Steam Controller Configuration is required to support Steam Link and Steam Remote Play. Whether you choose to opt-in by default or leave it up to the user depends on the specific needs of your game.

-

For any of the following reasons, it is recommended you do not opt in to controller configuration in the developer backend and inform your users to disable this option in the Steam client controller configuration settings:

-
    -
  • If your game needs to support more than just gamepads. (See Generic Gamepad Configuration Support below.)
  • -
  • (Note: This is no longer an issue if Use Windows Gaming Input is enabled.) If your game needs to support more than 4 players at once. (XInput is limited to 4 controllers and if Steam is allowed configure all controllers, there will be a hard limit of 4 controllers if using XInput.)
  • -
  • If you want to support all the recognized gamepads or other devices Rewired supports. When Steam takes over and turns devices into virtual devices, Rewired cannot see the real HID device and instead just sees the virtual device. In current testing, there are a number of devices that Steam either does not support (meaning a dead device) or supports improperly (has certain broken elements). Disable "Generic Gamepad" configuration to prevent these devices from being configured by Steam.
  • -
  • If you want to support the special features of certain controllers like the Dual Shock 4 like gyro and lights, make sure Dual Shock 4 is excluded from configuration.
  • -
  • If you display glyps or names for buttons or controller elements in-game or allow remapping of controls in-game. Allowing Steam to configure these controllers allows the user to remap their controls within Steam's interface. This will lead to incorrect element identification in-game as the user may have rebound the A button to the Y button, for example, and there is no way for Rewired to know this.
  • -
-

Generic Gamepad Configuration Support

-

Some flight joysticks, racing wheels, and other non-gamepad devices may cease to function if Generic Gamepad Configuration Support is enabled. Other devices may only partially work having certain elements like D-Pads that do not function. It is recommend you do not enable this option.

-

IMPORTANT:

-

Steam-configured controllers become virtual Steam Controllers and whether or not and how they are exposed to the application is entirely up to Steam's settings. You MUST configure the Steam backend for your application to tell it how to expose these controllers to the application or Steam may hide these controllers from the applcation entirely. See Steam Controller for information on how to configure this.

-

 

-
-

Steam (Windows): Using the Steam Controller and Steam-configured devices in the Unity Editor

-

In terms of controller support, Steam treats the Unity Editor as a Desktop application, not a game. Steam has separate settings for Desktop applications and games in Steam's configuration options. By default, the Unity Editor does not work correctly with the Steam Controller or Steam-configured controllers.

-

In general, it is recommended that you do not attempt to use the Steam Controller or Steam-configured controllers in the Unity Editor. It's very problematic to do so because of Steam's inconsistent support of controller features between desktop applications and games. Unless you specifically need to test the Steam Controller, it's best you disable Steam-configured controller support for all controller types in both the Steam developer backend and in your Steam client controller configuration while working with the Unity Editor. This allows Rewired to work with the actual HID devices instead of having to rely on Steam's controller virtualization which is fraught with issues when used in the Unity Editor unless you take special steps to make things work.

-

If, however, you still want to enable Steam Controller and Steam-configured controller support, the following sections tell you how.

-

Launch Unity Editor as a Steam Game

-

The most reliable way to get Steam Controllers working in the Unity Editor is to make Steam think the Unity Editor is a game and not a Desktop application. There are two different ways you can do this, each with it's own issues. You only need to do ONE of the following:

-
    -
  1. Launch Unity Editor from Steam: Add your Unity.exe editor executable to Steam from Games -> Add a Non-Steam Game to My Library and launch the Unity Editor from within the Steam interface. This seems to be the most reliable method.
  2. -
  3. Launch Steam from Command Line / Shortcut: Launch Steam using the following undocumented command line (you can also make a shortcut), changing YOUR_APP_ID to the Steam App Id of your game:
    - steam.exe -forcecontrollerappid YOUR_APP_ID
  4. -
-

Noted differences in behavior:

-

Method 1 - Launch Unity Editor from Steam:

-
    -
  • Both XInput 1.3 and XInput 1.4 respect custom bindings for controllers configured by Steam.
  • -
-

Method 2 - Launch Steam from Command Line / Shortcut:

-
    -
  • Only XInput 1.4 respects custom bindings for controllers configured by Steam if Xinput 1.4 is present. XInput 1.3 still reports unmodified bindings. XInput 1.3 will also not detect a device such as the DS4 which is not a true XInput device, but is made to appear as one by Steam when configured. It is unknown why XInput 1.3 functions in a build along with 1.4 but not in the editor.
  • -
-

Alternate Method - Configuring Steam to Support Steam Controllers in Desktop Applications

-

Another method to partially support Steam features in the Unity Editor is to configure Steam Controller support for Desktop Applications.

-

NOTE: This method does not fully work. Steam's overlay system and their Steam Controller system does not function fully in the Unity Editor when the Unity Editor is treated as a desktop application. Some features don't work at all and some features are intermittent. You may notice issues such as Steam-configured controllers not appearing, Steam-configured controllers appearing as both a HID device and as a virtual device, and Steam-configured devices not returning input when using some input sources (Raw Input without XInput).

-

By default, Desktop Controller Configuration support is disabled, so no input will be possible through the Steam Controller or through Steam-configured controllers.

-

The settings for Steam-configured controllers (Steam Controller and any controller that is being configured by Steam based on the settings in Steam -> Settings -> Controller -> General Controller Settings) for Desktop applications can be found at:

-

Steam -> Settings -> Controller -> Desktop Configuration

-

With a Steam-configurable controller or a Steam Controller attached to the system, choose Desktop Configuration -> Browse Configs -> Templates -> and choose Gamepad. (The exact location of this setting may change as Rewired's documentation is not continually updated with every change made by Steam. Refer to the Steamworks documentation for current information.)

-

 

-
-

Steam Controller is not detected

-

Windows: (See this topic for information on each OS.)

-

The Steam Controller automatically emulates an XInput gampad (XBox 360) on Windows and is supported by Windows Gaming Input, XInput, Raw Input, and Direct Input. Unity Input should not be set as the Primary Input Source and Disable Native Input should not be checked. Steam Controller settings must be properly configured in Steam in order to expose the Steam Controller as a gamepad. In addition, Steam must be initialized through the Steam API before the Steam Controller can be detected.

-

See this for important information on using the Steam Controller in the Unity Editor on Windows.

-

 

-
-

Steam Configured controllers are not detected

-
-

Windows

-
-
    -
  1. What controllers appear to Rewired are entirely determined by what Steam allows Rewired to see. Steam hooks the Windows input APIs to change what controllers are visible to the application. This is done so they can support their Steam Controller Configuration, Steam Remote Play, controlling remapping, and other Steam controller emulation features. Steam is blocking Rewired from seeing these controllers.
    -
  2. -
  3. Steam has 4 separate settings that determine how controllers are managed: The Steamworks developer backend settings for controller "configuration" for the application, the default developer-defined Steam Controller profile used by your application, the user client controller "configuration" settings, and the user Steam controller profile setting. These settings determine both what controllers Steam is allowed to “configure” and how those controllers appear to the application. (A "Steam-configured” controller is a controller that Steam has taken control over and has hidden the actual device from the application. It then creates a virtual device so the application can see only that virtual controller. This is how it handles things like button remapping and Steam Remote Play.)
  4. -
  5. All Steam-configured controllers now appear as Steam Controllers to the application and work based on the Steam Controller settings in Steam (developer defaults and/or end-user).
  6. -
  7. By default, with no Steam Controller profile to determine how a Steam Controller or a Steam-configured virtual controllers should behave, it defaults to behaving as a Keyboard + Mouse, and therefore Steam hides the devices from the application.
  8. -
  9. Set the Steam Controller profile to Gamepad to make these Steam Controllers appear as gamepads and your controllers will appear again to Rewired. Alternately, if "configuration" of the controller is disabled in the developer backend settings or the user's client controller configuration, the controllers will appear to Rewired without modification from Steam and Rewired will be able to get input directly from the system.
  10. -
-

Refer to the Steamworks documentation to understand how to configure controllers for your application.

-

 

-
-

Steam Controller is appearing as a mouse or keyboard instead of a joystick

-

Rewired has no awareness of Steam or the Steam Controller. It is treated by - Steam as any other application and therefore uses the Steam Controller - configuration profiles and rules you've set up in Steam for the application.

-

Steam can send any application data from the controller as if it's a mouse + - keyboard or an XInput gamepad (on Windows for the sake of this example). The - application does not have to have any awareness of the Steam Controller and - will see mouse input and key strokes and/or XInput gamepad information - depending on the settings you've set up in your game profile. Set your game - profile up to use the default Gamepad configuration and it will be seen as - an XInput controller by default. The user is free to change their Steam Controller configuration and make the controller function as a gamepad, mouse, keyboard, or combination of controller types.

-

Steam Controller profiles are set up in the Steamworks backend. Configuration of Steamworks is beyond the scope of the Rewired documentation. See the Steamworks documentation for information on how to set up the Steam Controller for your game.

-

 

-
-

Steam Remote Play controller support

-

Steam Remote Play only works with devices Steam recognizes and has explicit support for and the Steam Controller. It is not possible to use other devices over these Steam features unless Steam has specifically added emulation support for that device. This is not a limitation of Rewired, it is a limitation of Steam.

-

Windows
-
Steam Remote Play exposes virtual controllers to the application for all supported remote controllers. Rewired will see these controllers as Steam Controllers when using Raw Input or Direct Input, as XInput controllers when using XInput, and as various different controllers when using Windows Gaming Input (WGI will identify some specific controllers individually such as DS4, Dual Sense, Nintendo Switch Controllers, Xbox 360, and Xbox One. Others will be identified as Steam Controller). Note: When using XInput devices with XInput enabled and Use Windows Gaming Input disabled, Windows is limited to a maximum of 4 devices. This is a limitation of XInput, not Rewired. See this for information on supporting more than 4 XInput devices.

-

See this for important information on using the Steam Controller and Steam-configured devices in the Unity Editor on Windows.

-

OSX
-
It is recommended that you leave the input source set to Native for the best device support.

-

Linux
- It is recommended that you leave the input source set to Native for the best device support.

-

 

-
-

Steam (Windows): XInput devices do not work correctly or at all in the Unity Editor

-

See the following topics:

- -

 

-
-

Steam (Windows): Sony DualShock 4, generic gamepad, or other joystick doesn't work or appears as two devices

-

NOTE: The duplicate device issue should not occur anymore as special handling has been added to Rewired to read Steam's environment variables in order to hide devices that are Steam-configured.

-

See this for duplicate controllers on OSX/Linux.

-

This can happen if the user has enabled PS4 Configuration Support or Generic Gamepad Configuration Support in Steam Big Picture mode under Settings -> Controller or in the main Steam interface in the menu Steam -> Settings -> Controller -> General Controller Settings. Disable PS4, Xbox, and Generic Gamepad Configuration Support to prevent Steam from modifying controller layouts or creating emulated XInput devices for these devices.

-

Steam Big Picture controller configuration support

-

Some devices may not work at all when Generic Gamepad Configuration Support is enabled in Steam. This option causes Steam to try to create an virtual device for the attached controller. Note that this setting applies to ALL controllers including flight sticks, etc., attached to the system, not just gamepads. This setting frequently makes controllers simply non-functional because Steam is unable to create a working virtual device for it but it still blocks Raw/Direct Input from seeing the device. The result is Rewired sees a dead virtual device and the user gets no input.

-

The above setting is up to the end-user to set properly in their own Steam configuration. The Steam developer back-end also has a setting entitled "Opt Controllers into Steam Input" which is a duplicate of the above settings, but overrides the end-user's settings for each option if enabled. Note that while this option overrides the end-user's settings if the setting is enabled forcing the option to be enabled even if the end-user disables it, it cannot override in the negative meaning if the end-user has the option enabled in their control panel, the developer setting cannot disable it. See Should I opt in to Steam Controller Configuration for important information.

-

 

-
-

Steam (OSX/Linux): Some controllers appear as two controllers

-

NOTE: This issue should not occur anymore as special handling has been added to Rewired to read Steam's environment variables in order to hide devices that are Steam-configured.

-

Prior to Rewired 1.1.8.0, some controllers may appear as two controllers on OSX and Linux when using Steam. This is due to the fact that Steam creates an additional device for each controller that it recognizes and is allowed to configure. This includes Xbox controllers, Sony DualShock 4, and potentially all gamepads depending on the user's settings in Steam for controller configuration and the game's default Steam developer back-end settings for the Steam Configurator for 3rd party controllers. If a controller is allowed to be configured by Steam, it will create a new device emulating an Xbox controller. Steam does not hide or disable the original controller so Rewired sees both controllers and both will provide input. It is possible to prevent Steam from creating the emulated Xbox controller by disabling Xbox, PS4, and Generic Gamepad Configuration Support in the Steam developer back-end. However, if the user has enabled Steam controller configuration in their local settings, the developer back-end default settings cannot disable it.

-

These duplicate devices are automatically filtered out in Rewired 1.1.8.0+. Specifically, the HID device is filtered out and the emulated Steam Controller device is used instead.

-

 

-
-

Steam: Flight sticks, racing wheels, and non-gamepad devices do not work

-

This can happen if the user has enabled Generic Gamepad Configuration Support in Steam Big Picture mode under Settings -> Controller or in the main Steam interface in the menu Steam -> Settings -> Controller -> General Controller Settings. Also see the equivalent developer default settings. (The exact location of this setting may change as Rewired's documentation is not continually updated with every change made by Steam. Refer to the Steamworks documentation for current information.)

-

Steam Big Picture controller configuration support

-

When Generic Gamepad Configuration Support is enabled, all devices regardless of type will be handled by Steam and converted to emulated Steam Controller devices. If Steam has support for a particular device, it will work as an emulated Steam Controller. However, if Steam does not support the device, the device will simply not appear to the game or may have only a limited number of working controls. Flight sticks, racing wheels, and other device types, and even many gamepads do not work at all when Generic Gamepad Configuration Support is enabled.

-

Disable Generic Gamepad Configuration Support to prevent Steam from modifying controller layouts or creating emulated Steam Controllers for these devices.

-

See Should I opt in to Steam Controller Configuration for important information.

-

This is an issue with Steam and cannot be controlled, modified, or corrected by Rewired.

-

 

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- - - - diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/Troubleshooting.html.meta b/Assets/ThirdParty/Rewired/Documentation/Html/Troubleshooting.html.meta deleted file mode 100644 index d6f11f25b..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/Troubleshooting.html.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 0e28cb7922798aa42ae9fbef0057b49a -TextScriptImporter: - userData: diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/UnityInputOverride.html b/Assets/ThirdParty/Rewired/Documentation/Html/UnityInputOverride.html deleted file mode 100644 index 94c5027c0..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/UnityInputOverride.html +++ /dev/null @@ -1,223 +0,0 @@ - - - - - -Rewired Documentation | Unity Input Override - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - -
- - - -
- - - - - - - -
- - -

- Unity Input Override - -

- - - -

The Unity Input Override script reroutes calls to Unity input from most scripts over to Rewired. Simply install it and every script that calls Input.GetButton, Input.GetAxis, etc. will now use Rewired instead of Unity input. This allows you to use Rewired for input without having to change any code in the scripts. This will even work for most assets downloaded from the Unity Asset Store, allowing you to use Rewired as the input source instead of Unity input.

-

IMPORTANT: Unity Input Override only works for scripts that were written for the legacy UnityEngine.Input system. This does not apply to scripts written for Unity's new Input System.

-

Usage

- -

Here is a simple example of a script that calls Input.GetButtonDown which will be rerouted to Rewired:

-

-using UnityEngine;
-using System.Collections;
-
-public class MyClass : MonoBehaviour {
-
-    public void Update() {
-        // This call to Input.GetButtonDown will now go to Rewired instead
-        if(Input.GetButtonDown("Fire")) {
-            // shoot a bullet
-        }
-    }
-}
- Several global settings can be changed at runtime in UnityInputOverride: -
-// Get or set the enabled state of the override.
-UnityInputOverride.enabled = false; // if disabled, Input calls route to UnityEngine.Input
-UnityInputOverride.enabled = true; // if enabled, Input calls route to Rewired
-
-// Get or set the current Rewired Player
-UnityInputOverride.playerId = 2; // change the Rewired Player Id so that input is retrieved from a different Rewired Player
-

How it works

-

Unity Input Override script takes advantage of the fact the compiler gives higher priority to classes in the global namespace when resolving references. Therefore, because the Unity Input Override class is named "Input" and is in the global namespace, it takes precendence over UnityEngine.Input. The compiler will now prefer Input (the Rewired class) over UnityEngine.Input when resolving references in scripts that make calls to Input.GetAxis, Input.GetButton, etc.

-

The CS file is installed in the Plugins folder so it can be accessed by all C#, Unity Script, and Boo scripts.

-

Limitations

-

There are some limitations to this system however.

-
    -
  1. Does not work on Javascript or Boo scripts, only C# scripts.
  2. -
  3. The input script must make all calls by using the shortened form of "Input.GetAxis" instead of the fully-qualified form "UnityEngine.Input.GetAxis". Scripts that use fully-qualified calls cannot be rerouted to Rewired because the compiler is explicitly instructed which Input class to use.
  4. -
  5. Calls to Unity input from within DLL's cannot be rerouted.
  6. -
  7. Calls to Input.GetKey or Input.GetKeyDown will not benefit from Rewired's Action-based system.
  8. -
-

Notes

-
    -
  • Mouse Sensitivity: If the script you are using processes Mouse X/Y axis values such as a mouse-look script, be sure to set the Mouse XY Axis Sensitivity in the Input Behavior assigned to the Actions to 0.1 instead of Rewired's default value of 1. Unity defaults to 0.1 sensitivity for mouse axes, so you should change this value to match if you want the scripts to behave the same way they would when using Unity input.
  • -
  • UnityEngine.Input contains the property "location" which returns a LocationService object. Because UnityInputOverride mirrors all properties and methods of UnityEngine.Input, it includes a property for location. The catch is, the mere presence of this code even when there are zero actual calls to it causes Unity to automatically add the Location permission requirement to your application on some platforms (Android is known to do this at present.) If your game does not need the Location permission, this line of code must be removed from UnityInputOverride. You can disable support by by setting "Disable UnityInputOverride LocationService Support" in the Rewired Global Options window which can be found at: Window -> Rewired -> Global Options. Note that this option applies to the current build target group that is selected in the Unity Build Settings window. To set this option for multiple build targets, you must set it for each by selecting the build target group, then setting the option.
  • -
-

Installation

-

Install the script from the menu:

-
    -
  • Window -> Rewired -> Extras -> Unity Input Override -> Install
  • -
-

This will install one file in the following location:

-
    -
  • Plugins/Rewired/UnityInputOverride.cs file
  • -
-

Uninstallation

-

Delete the Plugins/Rewired/UnityInputOverride.cs file.

-

Or you can disable the script for the current platform by adding REWIRED_DISABLE_UNITY_INPUT_OVERRIDE to the custom Scripting Define Symbols in the Unity Player settings.

- - -
- -
- -
-
- - - - diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/UnityInputOverride.html.meta b/Assets/ThirdParty/Rewired/Documentation/Html/UnityInputOverride.html.meta deleted file mode 100644 index 18bef49c5..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/UnityInputOverride.html.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: c9d756e8a1dbee140b571d50ac9a9f46 -TextScriptImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Documentation/Html/Updating.html b/Assets/ThirdParty/Rewired/Documentation/Html/Updating.html deleted file mode 100644 index e9e1e6d36..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/Html/Updating.html +++ /dev/null @@ -1,189 +0,0 @@ - - - - - -Untitled Document - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - -
- - - -
- - - - - - - -
- - -

- Updating Rewired -

- - - -

Recommended Updating Procedure

-
    -
  1. Back up your project.
  2. -
  3. Move the Rewired folder back to the Assets\ folder if you have moved it elsewhere.
  4. -
  5. Close and re-open the Unity Editor to ensure no files are locked or in use.
  6. -
  7. Install the Rewired update from the Unity Asset Store.
  8. -
  9. Close and re-open the Unity Editor.
  10. -
  11. Commit changes to source control (if you are using it).
  12. -
-

Step 5 is necessary because Unity has problems updating serialized data when files have been changed while the Unity editor is running. Closing and re-opening the editor before doing any work will ensure any new serialized data is re-loaded from the new versions on disk instead of versions cached in memory.

-

IMPORTANT

-

If you have moved Rewired out of the main /Assets folder, you should always move the Rewired folder back into the main /Assets folder before updating. If you do not and new assets are included in the update, those assets will be written to Assets/Rewired while all the old Rewired assets are in the non-root location (ex: Plugins/Rewired). This is a limitation of the Unitypackage system used by all asset store assets.

-

Additional information for versions of Unity 5.0 - 5.2.5:

-

Unity changed the way Unitypackages are extracted into the project. Because of these changes, it is extremely important that you always move the Rewired folder back to the root of your Assets folder in your project before updating Rewired with a new version. This applies to ALL assets in the Unity Asset Store and all Unitypackages downloaded and installed. This is not an issue with Rewired's design and it is not something that can be worked around.

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Rewired itself will work if you move it into another folder in your project. However, before updating, you must always remember to move it back to the root of the project.

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In Unity 5.0 - 5.2.5, Unity changed the way the Unitypackage system works. In 4.x it used to find existing files that matched those being extracted by GUID and then replace those files even if they weren't in the same location as in the Unitypackage. Not anymore in U5. If you unpack a file that already exists in the project but it's not in the expected location, it will just unpack a copy into the root instead of replacing the one you moved and change all the GUIDs on these new files. You will be left with multiple copies of the scripts and DLLs which will interfere with each other and break script references on Monobehaviours. There is no way to work around this. Unitypackage is Unity's format and asset store developers cannot change the way it works.

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Issues when Updating

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If you experience issues when updating, you may find it easier just to delete the Rewired folder and reimport it. Rewired stores no data in its folder so you are safe to just delete it and reinstall it in any situation where problems occur. However, during this delete and reinstall process, be sure you DO NOT save your scene until after importing Rewired again and verifying the Rewired Input Manager works as expected.

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For step-by-step instructions, see Troubleshooting - Doing a clean reinstall of Rewired
-

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Possible Data Corruption in Imported Package Files

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Due to a Unity bug in the Unitypackage importer, in certain cases Unity may corrupt serialized data in some of Rewired's necessary data files upon import. If after updating, Rewired suddenly stops working and you get exceptions thrown for no apparent reason, Please see Known Issues - Serialized data corruption after importing Rewired.

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- User Data Store - -

- - - -

The UserDataStore component can be used to easily save and load user control configuration data from Rewired. This component is a base class which you can extend to support any data storage format you like.

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Rewired also comes with a UserDataStore_PlayerPrefs component complete with source code which you can use as a template for designing your own custom data storage system using any storage medium (database, binary files, etc.). The UserDataStore_PlayerPrefs component can also be used directly in your game and will store your user data in Unity's PlayerPrefs.

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Usage

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Just add a component derived from UserDataStore (such as UserDataStore_PlayerPrefs) to your Rewired Input Manager Game Object. When the Rewired Input Manager initializes, it will automatically initialize the UserDataStore component and make a reference to it accessible via the ReInput.UserDataStore property.

- -

If you need to add any custom members to your UserDataStore-based class, you can do so and simply cast the returned IUserDataStore object from ReInput.userDataStore to your concrete class and then access your custom members.

-
// A custom class that extends UserDataStore
-public class MyUserDataStore : Rewired.Data.UserDataStore {
-    // Implement all required methods...
-    
-    public void MyCustomMethod() {
-        // do something
-    }
-}
-
-// In your code that calls your custom method
-(ReInuput.userDataStore as MyUserDataStore).MyCustomMethod(); // cast to concrete class and call the custom method
-
-

 

-

UserDataStore_PlayerPrefs

-

This is a user data storage component that uses Unity's PlayerPrefs class for storing data. Whenever a controller is attached, if any data has been saved before for that controller, it will be loaded from PlayerPrefs. If the user has customized his control mappings, these will be loaded on a per-player, per-controller basis. Controller calibration settings and customized Input Behavior settings will also be loaded. Data will be saved manually when Save() is called or automatically when a controller is disconnected from the system.

-

If "Load Data on Start" is checked in the inspector, all controller data will be loaded at the beginning of the session. This is useful if you want the player's last settings to be loaded automatically for any controllers already attached to the system at runtime.

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Data that is saved and loaded

-
-

UserDataStore_PlayerPrefs does not take a snapshot of the entire current Player state.

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Saved data does not include:

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    -
  1. The current list of what Controller Maps are loaded in the Player.
  2. -
  3. The enabled state of these Controller Maps.
  4. -
- -

UserDataStore_PlayerPrefs saves:

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    -
  1. Joystick calibration settings for attached Joysticks.
  2. -
  3. Input Behavior settings for each Player.
  4. -
  5. Bindings for each Controller Map found in each Player.
  6. -
  7. Optionally, controller assignments for mouse, keyboard, and joysticks for each Player.
  8. -
-

UserDataStore_PlayerPrefs loads:

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  1. Joystick calibration settings for attached Joysticks.
  2. -
  3. Input Behavior settings for each Player.
  4. -
  5. All saved Controller Maps found for each Player.
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  7. Optionally, controller assignments for mouse, keyboard, and joysticks for each Player.
  8. -
-

When does UserDataStore_PlayerPrefs automatically load data:

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  1. If "Load Data on Start" is enabled, on Awake.
  2. -
  3. When a Joystick is connected. This only applies if Joystick Auto Assignment is enabled and the Joystick is assigned to the Player.
  4. -
-

When does UserDataStore_PlayerPrefs automatically save data:

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    -
  1. If one or more of "Load Joystick Assignments", "Load Keyboard Assignments", or "Load Mouse Assignments" and "Load Data on Start" are enabled, on Awake, controller assignments will be saved after data has been loaded.
  2. -
  3. When a Joystick is disconnected.
  4. -
-

Warning:

-

Loading saved data is subject to the normal functioning of the Controller Map system. As is documented, Joystick Maps cannot exist in a Player unless that Joystick is connected and assigned to that Player at the time of loading. That means, if saved user data is loaded when a Joystick is not currently assigned to the Player, no saved data will be loaded for that Joystick. Only if the Joystick is first assigned to the Player will the data be loaded for that Joystick in that Player when Load is called. Joystick Maps are not automatically loaded from saved user data when you assign a Joystick to a Player or change Joystick assignments between Players.

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Limitations:

-

UserDataStore_PlayerPrefs is not the be-all, end-all, automatic data storage system. It has limitations. It does not fully automate everything so you can just set it and forget it. It provides an interface for you to save/load data as necessary for the needs of your game. This sometimes requires manual calls to functions to make data save or load at a particular time. Functionality beyond what is described above is up to the user to implement if desired. UserDataStore_PlayerPrefs is a minimum viable product designed for the most common use case needs and was primarily designed for Control Mapper.

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PlayerPrefs itself has significant limitations and negatives, for example, it isn't possible to clear only Rewired's save data from PlayerPrefs without wiping out all other PlayerPrefs data. If this is something you anticipate needing to do for whatever reason, do not use UserDataStore_PlayerPrefs and instead implement your own extension of the UserDataStore class that saves/loads data to whatever storage system you desire so you can have more control over how data is stored and managed.

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If you need to save which Controller Maps are currently assigned to a Player, for example if you've manually loaded an alternate layout at some point and you want that new layout to be loaded the next time you call UserDataStore.Load instead of the default defined in the Rewired Input Manager, you will have to make a new UserDataStore class extension that can handle these special needs. Copy the UserDataStore_PlayerPrefs, change the class name, and make any modifications necessary to what data is saved and loaded.

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IMPORTANT: Saved XML data is not updated when you make changes to the Rewired Input Manager

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UserDataStore does not manage changes between the Rewired Input Manager and data that is already saved to XML. If you make changes to the Rewired Input Manager settings such as adding new controls to a Joystick Map, these new changes will not be preserved when loading saved XML data. The only automated solutions would be to either clear the save data by clearing Player Prefs so that the Rewired Input Manager defaults are used instead or load the default maps in the Player for the any controllers that changed and save those to XML overwriting the existing saved mappings.

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Management of saved user data is up to the developer. If you have special needs beyond the basic use cases, you should extend and replace the UserDataStore_PlayerPrefs component with a new UserDataStore component that meets your specific needs.

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IMPORTANT:

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During development, you may run into a situation where your controls don't seem to make sense. This may happen when you make some runtime control changes, save them, and then proceed to change your mappings in the Rewired Input Manager. Because UserDataStore_PlayerPrefs is configured to save controller data on disconnect and load controller data on start and controller connect, the loaded settings will override new changes you make to the default mappings in the Rewired Input Manager.

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During development, it may be useful to disable or remove the UserDataStore_PlayerPrefs component. If you've already saved controller settings and want to remove them, you can use the Clear All Player Prefs button in the Debug Options foldout on the UserDataStore_PlayerPrefs inspector. WARNING: This will clear ALL PlayerPrefs data for the current project. This is due to the limitation that there is no way to look up what keys exist in PlayerPrefs.

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- Virtual Controllers -

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Overview

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Controllers

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Overview

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A Virtual Controller is a form of a controller that uses a Player's Actions as the source of input for element values. Essentially, it is just a controller-shaped interface for a Rewired Player. Virtual Controllers were primarily developed for the Virtual Mouse which can be used to create a virtual mouse pointer and can be used to interact with Unity UI using any underlying controller type. Regardless, a Virtual Controller could be used for any purpose you want. They are not equivalent to other Rewired Controllers and do not perform the same function. They cannot be mapped with Controller Maps, added and removed from Players, their bindings can't be saved and loaded, etc. They exist completely separately from all other Controllers in Rewired, and they are completely managed from creation to destruction by you.

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To illustrate the relationship between a Virtual Controller's element values and the underlying Player, take for example, a Virtual Controller with 2 axes and 1 button. These elements could be mapped as follows:

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  • X Axis = Player 0, "Move Horizontal"
  • -
  • Y Axis = Player 0, "Move Vertical"
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  • Button 1 = Player 0, "Fire"
  • -
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When you get the value of "Button 1" from the Virtual Controller, it is equivalent to calling player.GetButton("Fire") on Player 0.

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Controllers

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Virtual Controller

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Virtual Controller is a controller that uses Player Actions as the input sources for controller elements. Virtual Controller can be created with any number of axes and buttons and may be configured however you like.

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A Virtual Controller uses a single Player as the source of input for its elements. Each element must have an Action assigned to it in order for it to return input values.

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Creating

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You can create a Virtual Controller in two ways:

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  • Add the VirtualController component to a GameObject and configure settings in the inspector.
  • -
  • Instantiate a VirtualController via scripting:
  • -
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// Create initialization options object to pass in values when creating the Virtual Controller
-VirtualController.InitOptions initOptions = new VirtualController.InitOptions() {
-    playerId = 0 // set the owning Player
-};
-
-// Create a list of elements you want in the Virtual Controller
-initOptions.elementDefinitions = new List<VirtualController.Element.Definition>() {
-    // Create an Axis 2D called "Stick" and assign "Horizontal" and "Vertical" to the two axes.
-    new VirtualController.Axis2D.Definition() {
-        name = "Stick",
-        xAxis = new VirtualController.Axis.Definition() {
-            actionName = "Horizontal"
-        },
-        yAxis = new VirtualController.Axis.Definition() {
-            actionName = "Vertical"
-        }
-    },
-    // Create a Button called "Button 1" and assign "Fire".
-    new VirtualController.Button.Definition() {
-        name = "Button 1",
-        actionName = "Fire"
-    }
-};
-
-// Create the Virtual Controller
-VirtualController virtualController = VirtualController.Factory.Create(initOptions);
-
-// ... use the controller
-
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Inspector Options

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Touch Controller Inspector

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General Options

 

Rewired Input Manager(Optional) Link the Rewired Input Manager here for easier access to Action ids, Player ids, etc.
  
Properties 
Player Id / PlayerThe Player used for the source of input.
  
ElementsThe elements that will be created in the controller.
  
Events 
On Button State ChangedTriggered the first frame the button is pressed or released.
On Axis Value ChangedTriggered when the axis value changes.
On Enabled State ChangedTriggered when the controller is enabled or disabled.
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Virtual Mouse

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A Virtual Mouse is a type of Virtual Controller. In addition to the features of Virtual Controller, Virtual Mouse also tracks a screen position which can be used to drive a software mouse pointer. The default setup's axes output delta values regardless of the underlying input source for those axes, so a Virtual Mouse can be used in scripts that were written expecting mouse input, but the actual input can come from a joystick or the keyboard for example.

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Creating

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You can create a Virtual Mouse in two ways:

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  • Add the VirtualMouse component to a GameObject and configure settings in the inspector.
  • -
  • Instantiate a VirtualMouse via scripting:
  • -
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// Create the Virtual Mouse with the default elements and options
-VirtualMouse mouse = VirtualMouse.Factory.Create();
-
-// Set the owner
-mouse.playerId = playerId;
-
-// Set up Actions for each axis and button
-mouse.xAxis.actionName = horizontalAction;
-mouse.yAxis.actionName = verticalAction;
-mouse.wheel.yAxis.actionName = wheelAction;
-mouse.leftButton.actionName = leftButtonAction;
-mouse.rightButton.actionName = rightButtonAction;
-mouse.middleButton.actionName = middleButtonAction;
-
-// ... use the mouse
-

Element Actions

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Actions are used to provide value to each controller element.

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You must create Actions in the Rewired Input Manager for each of mouse elements you want to use. It doesn't matter what these Actions are named, but each Virtual Mouse element must be assigned an Action from which it will draw its value. As per standard Rewired practice, the you must assign these Actions to Controller Maps of various types and assign those to the Player in order for them to be used.

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For example, if you want to control the mouse pointer with the physical mouse, you will need to create a Mouse Map with at least the Left Button assigned to your Action, then assign that Mouse Map to your Player. (The X and Y axis values will be taken from the physical mouse's screen position if Use Hardware Pointer Position is enabled and the Player has the physical mouse assigned to it -- player.controllers.hasMouse == true.)

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If you want to control the mouse pointer with a gamepad, you will need to create a Joystick Map with the Actions assigned to at least the Left Stick X/Y and some buttons. That Joysick Map needs to be assigned to the same Player that owns the Virtual Mouse.

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In both cases, you must assign the Actions that you want to control the Virtual Mouse's X, Y, Wheel axes and Left, Right, and Middle buttons in the Elements fields in the inspector or via scripting after instantiating the Virtual Mouse.

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If this sounds confusing, study the Virtual Controller inspector above looking at the Elements section. See how the X axis is assigned the Action "Horizontal" and the Y axis is assigned the Action "Vertical". This means the value of the X axis comes from the Player's "Horizontal" Action and the value of the Y axis comes from the Player's "Vertical" Action. It's exactly the equvalent of this:

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    -
  • Virtual Mouse X = player0.GetAxis("Horizontal");
  • -
  • Virtual Mouse Y = player0.GetAxis("Vertical");
  • -
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Displaying a Pointer

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The Virtual Mouse does not include a pointer. It is up to you to provide a pointer of the type you choose and set it up to be driven by the Virtual Mouse's screen position. The most common way to do this would be to use the OnScreenPositionChangedEvent in the inspector and link it to a script on your pointer which takes the screen position and moves the object. (You can also use the equivalent event in scripting to achieve the same thing.)

-

An example of how to position a Sprite pointer:

-
public void OnScreenPositionChanged(Vector2 screenPosition) {
-    Vector3 worldPos = Camera.main.ScreenToWorldPoint(new Vector3(screenPosition.x, screenPosition.y, distanceFromCamera));
-    pointer.transform.position = worldPos;
-}
-

An example of how to position the pointer on a Unity UI Canvas:

-
public void OnScreenPositionChanged(Vector2 screenPosition) {
-    RectTransform canvasRectTransform = transform.root.GetComponentInChildren<Canvas>().GetComponent<RectTransform>();
-    Rect rootCanvasRect = canvasRectTransform.rect;
-    Vector2 viewportPos = Camera.main.ScreenToViewportPoint(screenPosition);
-    viewportPos.x = (viewportPos.x * rootCanvasRect.width) - canvasRectTransform.pivot.x * rootCanvasRect.width;
-    viewportPos.y = (viewportPos.y * rootCanvasRect.height) - canvasRectTransform.pivot.y * rootCanvasRect.height;
-    (transform as RectTransform).anchoredPosition = viewportPos;
-}
-

Enabling and Disabling

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When the Virtual Mouse component or GameObject is disabled, the Virtual Mouse will no longer return any values or trigger any events. You can use the OnEnabledStateChanged event to enable and disable the target pointer by simply enabling and disabling the Virtual Mouse.

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Examples

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Inspector Options

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Touch Controller Inspector

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General Options

 

Rewired Input Manager(Optional) Link the Rewired Input Manager here for easier access to Action ids, Player ids, etc.
  
Properties 
Player Id / PlayerThe Player used for the source of input.
Pointer SpeedThe pointer speed. This does not affect the speed of input from the mouse x/y axes if useHardwarePointerPosition is enabled. It only affects the speed from input sources other than mouse x/y or if mouse x/y are mapped to Actions assigned to Axes.
Movement AreaThe allowed movement area for the mouse pointer. - Set Movement Area Unit to determine the data format of this value. - This rect is a screen-space rect with 0, 0 at the lower-left corner.
Movement Area UnitThe unit format of the movement area. This is used to determine the data format of Movement Area.
Use Hardware Pointer PositionIf enabled, the hardware pointer position will be used for mouse input. Otherwise, the position of the pointer will be calculated only from the Axis Action values. The Player that owns this Virtual Mouse must have the physical mouse assigned to it in order for the hardware position to be used, ex: player.controllers.hasMouse == true.

Default To Center

If enabled, the screen position will default to the center of the allowed movement area. Otherwise, it will default to the lower-left corner of the allowed movement area.
  
ElementsThe elements that will be created in the controller.
  
Events 
On Button State ChangedTriggered the first frame the button is pressed or released.
On Axis Value ChangedTriggered when the axis value changes.
On Enabled State ChangedTriggered when the controller is enabled or disabled.
On Screen Position ChangedTriggers when the screen position changes. Link this to your pointer to drive its position.
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For consistency, you can either specify the amounts you want here, or on the list items (LI, DT, DD) they contain. Remember that what you do here will cascade to the .nav list unless you write a more specific selector. */ - padding: 0; - margin: 0; -} -h1, h2, h3, h4, h5, h6, p { - margin-top: 0; /* removing the top margin gets around an issue where margins can escape from their containing div. The remaining bottom margin will hold it away from any elements that follow. */ - padding-right: 0; - padding-left: 0; -} -a img { /* this selector removes the default blue border displayed in some browsers around an image when it is surrounded by a link */ - border: none; -} - -/* ~~ Styling for your site's links must remain in this order - including the group of selectors that create the hover effect. ~~ */ -a:link { - color: #001475; - text-decoration: underline; /* unless you style your links to look extremely unique, it's best to provide underlines for quick visual identification */ -} -a:visited { - color: #001475; - text-decoration: underline; -} -a:hover, a:active, a:focus { /* this group of selectors will give a keyboard navigator the same hover experience as the person using a mouse. */ - color: #FF8212; -} - -/* ~~ this container surrounds all other divs giving them their percentage-based width ~~ */ -.container { - width: 95%; - max-width: 1260px;/* a max-width may be desirable to keep this layout from getting too wide on a large monitor. This keeps line length more readable. IE6 does not respect this declaration. */ - min-width: 780px;/* a min-width may be desirable to keep this layout from getting too narrow. This keeps line length more readable in the side columns. IE6 does not respect this declaration. */ - background: #FFF; - margin: 0 auto; /* the auto value on the sides, coupled with the width, centers the layout. It is not needed if you set the .container's width to 100%. */ -} - -.wide .container { - max-width: 1920px; - min-width: 1260px; -} - -/* ~~ This is the layout information. ~~ - -1) Padding is only placed on the top and/or bottom of the div. The elements within this div have padding on their sides. This saves you from any "box model math". Keep in mind, if you add any side padding or border to the div itself, it will be added to the width you define to create the *total* width. You may also choose to remove the padding on the element in the div and place a second div within it with no width and the padding necessary for your design. - -*/ -.content { - padding: 10px 0; -} - -/* ~~ This grouped selector gives the lists in the .content area space ~~ */ -.content ul, .content ol { - padding: 0 15px 15px 40px; /* this padding mirrors the right padding in the headings and paragraph rule above. Padding was placed on the bottom for space between other elements on the lists and on the left to create the indention. These may be adjusted as you wish. */ -} - -/* ~~ miscellaneous float/clear classes ~~ */ -.fltrt { /* this class can be used to float an element right in your page. The floated element must precede the element it should be next to on the page. */ - float: right; - margin-left: 8px; -} -.fltlft { /* this class can be used to float an element left in your page. The floated element must precede the element it should be next to on the page. */ - float: left; - margin-right: 8px; -} -.clearfloat { /* this class can be placed on a
or empty div as the final element following the last floated div (within the #container) if the overflow:hidden on the .container is removed */ - clear:both; - height:0; - font-size: 1px; - line-height: 0px; -} - -.clear { - clear:both; -} - -/* CUSTOM CLEAR */ - -td p { - padding: 0; /* Clear padding placed on p above so p's in tables don't get padded away from cell edges */ -} - -/** - * For modern browsers - * 1. The space content is one way to avoid an Opera bug when the - * contenteditable attribute is included anywhere else in the document. - * Otherwise it causes space to appear at the top and bottom of elements - * that are clearfixed. - * 2. 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userData: diff --git a/Assets/ThirdParty/Rewired/Documentation/ReleaseNotes.txt b/Assets/ThirdParty/Rewired/Documentation/ReleaseNotes.txt deleted file mode 100644 index 92bfdfdfa..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/ReleaseNotes.txt +++ /dev/null @@ -1,4789 +0,0 @@ -1.1.57.3: - - Changes: - - Changed Cinemachine 3 integration minimum version to Unity 2022. - - Added workaround for non-functioning Sony controllers connected via Bluetooth when using Enhanced Device Support on some distros of Linux that expose these devices as virtual devices instead of Bluetooth devices through udev. - - New Controller Definitions: - - Aerosoft Truck and Bus Wheel - - Aerosoft Truck and Bus Gear - - Bug Fixes: - - MacOS, Native: Prevent exceptions and possible crash when pressing a button on a controller that only has buttons (no axes or hats). - -1.1.57.2: - - Changes: - - Glyphs pack: - - Added Steam Contoller glyph set (re-uses Xbox One glyphs). - - Glyph Provider now sets itself back as the glyph provider when Rewired is reset. - - Localized String Provider now sets itself back as the localized string provider when Rewired is reset. - - Controller Definition Changes: - - MacOS, Native: Added variant to Xbox One Controller definition for Xbox Elite Series 2 controller. - - Bug Fixes: - - Desktop Platforms, Enhanced Device Support, Nintendo Switch controllers: Vibration with duration works correctly now. - -1.1.57.1: - - Bug Fixes: - - Windows Standalone, Windows Gaming Input: Fix exception thrown if no Tag is present. - -1.1.57.0: - - Changes: - - Removed Glyph system from base Rewired package and moved it into an optional pack that must be installed by the user. - - Removed editor script that set up scripting defines used for detecting Text Mesh Pro presence and version. - - Bug Fixes: - - Windows Standalone, Windows Gaming Input: Prevent controller definition matching without Tag if Tag is supplied by definition. - -1.1.56.3: - - Bug Fixes: - - Workaround for Sprite Glyph Set inspector glyph list clipping not working correctly on Unity 2019+ due to Unity editor GUI Layout inconsistencies. - -1.1.56.2: - - Bug Fixes: - - Fixed exception thrown when ReInput is set to run in Edit mode and then entering Play mode directly. - -1.1.56.1: - - Bug Fixes: - - Fixed exception thrown in Rewired Editor when editing keyboard maps. - -1.1.56.0: - - Changes: - - Added string localization system. - - Added glyph system. - - Added key fields to most objects in Rewired Input Manager and Controller and Controller Template definitions. - - Added Cinemachine 3 integration. (Unity 6+) - - Control Mapper: - - Added glyph support. - - Added support of localization system. - - Theme can now be changed at runtime. - - Dropped support in Unity 4.x. - - Removed Stadia platform support. - - API Changes: - - Added Rewired.Interfaces.ILocalizedStringProvider interface. - - Added Rewired.Interfaces.IGlyphProvider interface. - - Added Rewired.ReInput.LocalizationHelper class. - - Added Rewired.ReInput.GlyphHelper class. - - Added Rewired.ReInput.localization property. - - Added Rewired.ReInput.glyphs property. - - Added Rewired.Keyboard.GetModifierKeyName method. - - Added Rewired.Keyboard.GetModifierKeyGlyph method. - - Added Rewired.ControllerElementIdentifier.key property. - - Added Rewired.ControllerElementIdentifier.positiveKey property. - - Added Rewired.ControllerElementIdentifier.negativeKey property. - - Added Rewired.ControllerElementIdentifier.glyph property. - - Added Rewired.ControllerElementIdentifier.positiveGlyph property. - - Added Rewired.ControllerElementIdentifier.negativeGlyph property. - - Added Rewired.ControllerElementIdentifier.GetGlyph method. - - Added Rewired.ControllerElementIdentifier.GetFinalGlyphKey method. - - Added Rewired.ControllerTemplateElementIdentifier.key property. - - Added Rewired.ControllerTemplateElementIdentifier.positiveKey property. - - Added Rewired.ControllerTemplateElementIdentifier.negativeKey property. - - Added Rewired.ControllerTemplateElementIdentifier.glyph property. - - Added Rewired.ControllerTemplateElementIdentifier.positiveGlyph property. - - Added Rewired.ControllerTemplateElementIdentifier.negativeGlyph property. - - Added Rewired.ControllerTemplateElementIdentifier.GetGlyph method. - - Added Rewired.ControllerTemplateElementIdentifier.GetFinalGlyphKey method. - - Added Rewired.ActionElementMap.elementIdentifierGlyph property. - - Added Rewired.ActionElementMap.elementIdentifierGlyphCount property. - - Added Rewired.ActionElementMap.GetElementIdentifierFinalGlyphKeys method. - - Added Rewired.ActionElementMap.GetElementIdentifierGlyphs method. - - Added Rewired.ActionElementMap.TryGetCombinedElementIdentifierName function. - - Added Rewired.ActionElementMap.TryGetCombinedElementIdentifierGlyph function. - - Added Rewired.ActionElementMap.TryGetCombinedElementIdentifierFinalGlyphKey function. - - Added Rewired.Controller.DirectionalPad class. - - Added Rewired.Joystick.directionalPadCount property. - - Added Rewired.Joystick.DirectionalPads property. - - Added Rewired.CompoundControllerElementType.DPad value. - - Added Rewired.InputAction.GetDisplayName method. - - Added Rewired.UI.ControlMapper.themeSettings property. - - Added Rewired.UI.ControlMapper.showGlyphs property. - - Added Rewired.Glyphs.ControllerElementGlyphProvider class. - - Added Rewired.Glyphs.ControllerElementGlyphSelectorOptions class. - - Added Rewired.Glyphs.ControllerElementGlyphSelectorOptionsSO class. - - Added Rewired.Glyphs.ControllerElementGlyphSelectorOptionsSOBase class. - - Added Rewired.Glyphs.ControllerElementGlyphSetCollectionSO class. - - Added Rewired.Glyphs.ControllerElementGlyphSetSO class. - - Added Rewired.Glyphs.ControllerElementSpriteGlyphSetSO class. - - Added Rewired.Glyphs.UnityUI.GlobalUnityUIControllerElementGlyphSettings - - Added Rewired.Glyphs.UnityUI.UnityUIControllerElementGlyph - - Added Rewired.Glyphs.UnityUI.UnityUIControllerElementGlyphBase - - Added Rewired.Glyphs.UnityUI.UnityUIGlyphOrText - - Added Rewired.Glyphs.UnityUI.UnityUIGlyphOrTextBase - - Added Rewired.Glyphs.UnityUI.UnityUIGlyphOrTextTMPro - - Added Rewired.Glyphs.UnityUI.UnityUIPlayerControllerElementGlyphBase - - Bug fix: Added Controller.GetCompoundElementById method and deprecated Controller.GetCompundElementById method. - - Bug fix: Changed Rewired.Platforms.XInputDeviceSubType.FlightSick to FlightStick. - - Removed all Stadia-related members. - - Controller Definition Changes: - - Changed Left Stick Button and Right Stick Button names to L3 / R3 on all Sony controllers. - - Added element identifier keys to all controllers and controller templates. - - Added D-Pad compound elements to all controllers with D-Pads. - - Changed Lever 1-3 lever press element identifier string from "Lever # Down" to "Lever # Press" to avoid conflicts with lever axis names on Saitek Pro Flight Quadrant and Saitek Pro Flight Yoke. - - Removed redundant R2 element identifier on Stadia Controller. - - Bug Fixes: - - Controller.Element.compoundElement property now returns the parent Controller.CompoundElement instead of null. - -1.1.55.0: - - Changes: - - Added Update Mode option. - - Removed DualSense Edge Enhanced Device Support due to not functioning correctly. - - API Changes: - - Added Rewired.ReInput.Update function. - - Added Rewired.ReInput.ConfigHelper.updateMode property. - - Added Rewired.Config.UpdateMode enum. - - Added Rewired.ControllerExtensions.DualShock4Extension.batteryCharging property. - - Bug Fixes: - - Sony Dual Shock 4, Enhanced Device Support: Fixed incorrect battery level. - - Sony Dual Sense, Enhanced Device Support: Fixed incorrect battery charging state and battery level. - -1.1.54.1: - - Bug Fixes: - - New Custom Platform Hardware Joystick Map Platform Map axis values are now set to the correct default values when adding an axis. - -1.1.54.0: - - Changes: - - Added variants to Rewired.Platforms.Custom.HardwareJoystickMapCustomPlatformMapSimple. - - API Changes: - - Added Rewired.Platforms.Custom.HardwareJoystickMapCustomPlatformMapSimpleBase class. - - Moved Rewired.Platforms.Custom.HardwareJoystickMapCustomPlatformMapSimple.MatchingCriteria class to Rewired.Platforms.Custom.HardwareJoystickMapCustomPlatformMapSimpleBase.MatchingCriteria. - - Bug Fixes: - - Added detection of initial application focused state with Application.isFocused (Unity 2017+) to eliminate edge case of application incorrectly responding to input events in builds if window is defocused during initial application loading while Application.runInBackground is true and Rewired is not initialized on Awake in the first scene of the application on certain platforms using certain input sources. - -1.1.53.0: - - Changes: - - Added editor inspector support for Custom Platform Hardware Joystick Map Platform Map variants. - - Updated Custom Platform example to illustrate variants and HardwareJoystickMapCustomPlatformMapSimpleSO. - - API Changes: - - Added Rewired.Platforms.Custom.HardwareJoystickMapCustomPlatformMapSimple class. - - Added Rewired.Platforms.Custom.HardwareJoystickMapCustomPlatformMapSimple.MatchingCriteria class. - - Added HardwareJoystickMapCustomPlatformMapSimpleSO class. - -1.1.52.0: - - Changes: - - Added Custom Platforms: Developers can now add support for platforms not supported natively by Rewired. - - Added Custom Platform example. - - Updated Unity version check handling for Unity 6 in preparation for Unity 6 support. (Unity 6 support has not been added in this release.) - - API Changes: - - Added Rewired.Platforms.Custom.CustomPlatformConfigVars class. - - Added Rewired.Platforms.Custom.CustomPlatformInitOptions class. - - Added Rewired.Platforms.Custom.CustomPlatformInputSource class. - - Added Rewired.Platforms.Custom.CustomPlatformInputSource.InitOptions class. - - Added Rewired.Platforms.Custom.CustomPlatformInputSource.Joystick class. - - Added Rewired.Platforms.Custom.CustomPlatformUnifiedControllerSource class. - - Added Rewired.Platforms.Custom.CustomPlatformUnifiedKeyboardSource class. - - Added Rewired.Platforms.Custom.CustomPlatformUnifiedMouseSource class. - - Added Rewired.Platforms.Custom.HardwareJoystickMapCustomPlatformMap class. - - Added Rewired.Platforms.Custom.HardwareJoystickMapCustomPlatformMap.Axis class. - - Added Rewired.Platforms.Custom.HardwareJoystickMapCustomPlatformMap.Button class. - - Added Rewired.Platforms.Custom.HardwareJoystickMapCustomPlatformMap.Elements class. - - Added Rewired.Platforms.Custom.HardwareJoystickMapCustomPlatformMap.MatchingCriteria class. - - Added Rewired.Platforms.Custom.HardwareJoystickMapCustomPlatformMap class. - - Added Rewired.Platforms.Custom.HardwareJoystickMapCustomPlatformMapSO class. - - Added Rewired.Platforms.Custom.ICustomPlatformInitializer interface. - - Added Rewired.Platforms.Custom.IHardwareJoystickMapCustomPlatformMapProvider interface. - - Bug Fixes: - - Updated editor code to handle recently changed Xbox Game Core build target strings when automatically setting Rewired_Core.dll build targets. - -1.1.51.0: - - Changes: - - Windows Standalone, Unity 2023: Added ARM64 native library Rewired_WindowsGamingInput.dll. - - Windows Standalone: Rewired_DirectInput.dll minimum Windows version support changed to 10.0.17134.0. - - windows Standalone: Rewired_DirectInput.dll changed to static linking of VC runtime. - - Bug Fixes: - - Unity 2023, Windows Standalone: Fixed Rewired_WindowsGamingInput.dll plugin importer settings that were not inherited properly when copying the meta file from an older version of Unity causing Unity to attempt to include the 64-bit DLL in 32-bit builds. - -1.1.50.0: - - Changes: - - Added keyboard key combination override modes. - - Changed the default keyboard key combination override mode to Cancel. This mode makes key combination override behavior more intuitive, with Actions bound to modifier keys canceled when a key combo is activated that contains that modifier key. Canceled Actions do not return True until the bound key is released and pressed again. Existing Rewired Input Managers will retain the legacy mode (Pause), but newly created Rewired Input Managers will default to Cancel. - - Added Key Combination Override Mode to Rewired Input Manager Settings. - - Added Generate Key Events On Key Combination Override to Rewired Input Manager Settings. - - Added Enhanced Device Support device type exclusion options. - - API Changes: - - Added Rewired.Config.KeyCombinationOverrideMode enum. - - Added ReInput.ConfigHelper.keyCombinationOverrideMode property. - - Added ReInput.ConfigHelper.generateKeyEventsOnKeyCombinationOverride property. - - Added Rewired.ControllerExtensions.DualSenseExtension.GetVibrationMode function. - - Added Rewired.ControllerExtensions.DualSenseExtension.SetVibrationMode function. - - Addde Rewired.ControllerExtensions.DualSenseVibrationMode enum. - - Added Rewired.Config.EnhancedDeviceSupportDeviceType enum. - - Added ReInput.ConfigHelper.enhancedDeviceSupportExcludedDeviceTypes property. - - Bug Fixes: - - Player.GetButtonTimePressed and Player.GetButtonTimeUnpressed now return correct values when an Action bound to a keyboard modifier key has its value blocked or unblocked due to a key combination being activated or deactivated that includes the modifier key and Key Combination Override mode is set to Pause and Generate Key Events On Key Combination Override is disabled. - -1.1.49.2: - - Changes: - - Updated Cinemachine integration to work with Unity Editor Play Mode options. - - Controller Definitions: - - Microsoft Xbox One, Android: Changed mapping of View button for newer Android versions dropping support for older versions of Android that map the View button to keyboard ESC. - - Bug Fixes: - - Rewired_MacOS library: Now ad-hoc signed instead of signed with development identity. - - Rewired_MacOS library: Prevent possible issues on MacOS versions < 11. - -1.1.49.1: - - Bug Fixes: - - MacOS Standalone, Native, Enhanced Device Support: Fixed bug causing controllers using Enhanced Device Support to stop working after editor pause, long level loading time, or application out of focus with Unity Player -> Run in Background disabled. - -1.1.49.0: - - Changes: - - Added Use Physical Keys (Unity) option in Rewired Input Manager to detect Unity Physical Keys setting and to display warning to users about implications of using this setting. (Unity 2021.2+) - - Native Keyboard Handling is disabled if Unity Physical Keys setting is enabled. - - API Changes: - - Added Rewired.Platforms.MacOS.IOKit.IOKitControllerExtension class. - - Added Rewired.Platforms.Linux.UDev.UdevControllerExtension class. - - Added Rewired.Platforms.Windows.XInput.XInputControllerExtension class. - - Added Rewired.Platforms.Windows.XInput.CapabilityFlags enum. - - Added Rewired.Platforms.Windows.XInput.DeviceType enum. - - Added Rewired.Platforms.Windows.XInput.DeviceSubType enum. - - Added Rewired.Platforms.Microsoft.WindowsGamingInput.WindowsGamingInputControllerExtension class. - - Added Rewired.Platforms.Microsoft.WindowsGamingInput.DeviceType enum. - - Added Rewired.Platforms.UWP.HID.HIDControllerExtension class. - -1.1.48.0: - - Changes: - - Linux Standalone, Native: Added Enhanced Device Support option. Special device features such as Sony DualSense vibration, IMU, and trigger haptics now work on Linux. (See documentation for Linux permissions issues.) - - Linux Standalone, Native: Modified format of joystick.HardwareIdentifier string. - - Windows Standalone, Raw Input: Modified format of joystick.HardwareIdentifier string for consistency. - - Windows Standalone, Direct Input: Modified format of joystick.HardwareIdentifier string for consistency. - - MacOS, Native: Modified format of joystick.HardwareIdentifier string for consistency. - - Enhanced Device Support, Sony DualSense: Changed to vibration compatibility mode v2 for proper vibration intensity ramp, removed workaround. - - MacOS Standalone, Native, Enhanced Device Support: Sony DualSense special features now work when connected via Bluetooth. - - MacOS Standalone, Native, Enhanced Device Support: Sony DualShock 4 special features now work when connected via Bluetooth. - - Controller Definitions: - - Sony DualSense, Linux Native: Added more device identifiers for matching. - - Nintendo Pro Controller, Linux Native: Added variant for newer versions of Ubuntu. - - Nintendo Left Joy-Con, Linux Native: Added variant for newer versions of Ubuntu. - - Nintendo Right Joy-Con, Linux Native: Added variant for newer versions of Ubuntu. - - Bug Fixes: - - Windows Standalone, Raw Input + Enhanced Device Support: Fixed possible issue with cleanup of resources for devices supported by Enhanced Device Support. - - Windows Standalone, Raw Input + Enhanced Device Support: Fixed Sony DualShock 4 special features no longer working via Bluetooth (bug introduced in 1.1.47.0). - -1.1.47.0: - - Changes: - - Windows Standalone: Added support for Windows.Gaming.Input input source (Requires Windows 10, October 2018 Update version 1809 (10.0.17763.0) or greater. Will fall back to other input sources on older versions of Windows.) Note: This option is now enabled by default on newly created Rewired Input Managers, but existing instances are not modified and the option must be manually enabled in Rewired Editor -> Settings -> Windows. - - Added Rewired_WindowsGamingInput.dll native library. - - Windows Standalone Raw Input, MacOS Native, Enhanced Device Support: Added DualSense trigger effect support. - - MacOS Game Controller Framework: Added DualSense trigger effect support. - - MacOS Game Controller Framework: Excluded Nintendo Switch Joy-Cons due to devices not functioning correctly through Game Controller Framework. - - Added DualSense Edge support (not tested). - - Android: Improved keyfile detection of Dual Shock 4 and Dual Sense controllers due to problems caused by Android fragementation. - - Windows UWP, Native: Improved filtering of non-XInput compatible HID controllers that are supported by Windows.Gaming.Input.Gamepad to prevent duplicate devices from appearing when both Gamepad API and HID API are enabled. - - Windows UWP, Native: Xbox 360 and Xbox One Controllers and now recognized as distinct controller types instead of being identified as "XInput Gamepad" with limited. - - Windows UWP, Native: Added device type and HID product name to joystick.HardwareIdentifier string. - - Windows UWP, Native: Updated minimum supported windows version to Windows 10, Fall Creators Update version 1709 (10.0.16299.0). - - Rewired Editor: Changed some terminology under Settings -> Windows UWP. - - Windows Standalone Raw Input, OSX Native, Enhanced Device Support: Added internal drivers for Nintendo Switch Pro Controller and Joy-Cons to support vibration and certain special controller features. - - Windows Standalone Raw Input, OSX Native, Enhanced Device Support: Added workaround for lack of perceptible vibration ramp on Dual Sense. - - Added more information to Debug Information. - - API Changes: - - Added ReInput.ConfigHelper.useWindowsGamingInput property. - - Added Rewired.ControllerExtensions.IDualSenseExtension interface. - - Added Rewired.ControllerExtensions.IDualSenseGamepadTriggerEffect interface. - - Added Rewired.ControllerExtensions.DualSenseGamepadTriggerType enum. - - Added Rewired.ControllerExtensions.DualSenseGamepadTriggerEffectType enum. - - Added Rewired.ControllerExtensions.DualSenseGamepadTriggerEffectState enum. - - Added Rewired.ControllerExtensions.DualSenseGamepadTriggerEffectPositionValueSet struct. - - Added Rewired.ControllerExtensions.DualSenseGamepadTriggerEffectOff struct. - - Added Rewired.ControllerExtensions.DualSenseGamepadTriggerEffectFeedback struct. - - Added Rewired.ControllerExtensions.DualSenseGamepadTriggerEffectWeapon struct. - - Added Rewired.ControllerExtensions.DualSenseGamepadTriggerEffectVibration struct. - - Added Rewired.ControllerExtensions.DualSenseGamepadTriggerEffectMultiplePositionFeedback struct. - - Added Rewired.ControllerExtensions.DualSenseGamepadTriggerEffectSlopeFeedback struct. - - Added Rewired.ControllerExtensions.DualSenseGamepadTriggerEffectMultiplePositionVibration struct. - - Added Rewired.ControllerExtensions.DualSenseGamepadExtension.SetTriggerEffect function. - - Added Rewired.ControllerExtensions.IHIDControllerExtension interface. - - Added Rewired.ControllerExtensions.NintendoSwitchGamepadExtension class. - - Added Rewired.ControllerExtensions.NintendoSwitchProControllerExtension class. - - Added Rewired.ControllerExtensions.NintendoSwitchJoyConExtension class. - - Added Rewired.ControllerExtensions.NintendoSwitchGamepadVibration struct. - - Added Rewired.ControllerExtensions.NintendoSwitchJoyConType enum. - - Added Rewired.ControllerExtensions.NintendoSwitchJoyConGripStyle enum. - - Added Rewired.Platforms.Apple.GameController.GCControllerDualSenseExtension.SetTriggerEffect function. - - Added Rewired.Platforms.Windows.RawInput.RawInputControllerExtension class. - - Added Rewired.Platforms.Windows.DirectInput.DirectInputControllerExtension class. - - Added ReInput.ConfigHelper.windowsUWPSupportGamepads property. - - Added ReInput.ConfigHelper.useAppleGameControllerFramework property. - - Added Rewired.ControllerExtensions.IHIDControllerExtension interface to Rewired.ControllerExtensions.DualSenseExtension, Rewired.ControllerExtensions.DualShock4Extension, and Rewired.ControllerExtensions.RailDriverExtension. - - Controller Definitions: - - Nintendo Switch Pro Controlller, Apple Game Controller Framework: Added definition. - - Windows, Windows Gaming Input: Added Steam-configured variants to Xbox 360 Controller, Xbox One Controller, Sony DualShock 4, Sony DualSense, Nintendo Pro Controller, Nintendo Joy-Con (L), Nintendo Joy-Con (R), Steam Controller. - - Bug fixes: - - Windows Standalone, Raw Input: Fixed bug introduced in 1.1.45.2 causing Raw Input events to not be forwarded to UnityEngine.Input until the application first lost and then received focus again. This only affected UnityEngine.Input mouse axis values. - -1.1.46.0: - - Changes: - - Changed Rewired Editor colors and bolded controller names that have an existing controller map due to Unity editor default skin changes at some unknown Unity version in the past causing skin colors to be off. - - API Changes: - - Added InputMapper.ConflictResponse.Swap enum value. - - Added InputMapper.ConflictFoundEventData.IsSwapAllowed function. - - Modified Controller Definitions: - - Apple MFI Controller, iOS Fallback: Added Left Stick Button and Right Stick Button mappings for Xbox and Sony controllers. NOTE: Only works in versions of Unity that support these additional buttons. It is not known at what version the button mappings were added to Unity. - -1.1.45.3: - - Changes: - - Removed reference to TouchInputModule class in RewiredStandaloneInputModule due to deprecation and removal of class in some unknown update version of Unity UI causing compiler errors on a fresh install. - -1.1.45.2: - - Changes: - - Windows Standalone, Raw Input: Raw Input events are no longer forwarded to Unity when application is paused or out of focus. - -1.1.45.1: - - Changes: - - Changes to support Game Core plugin in Unity 2017 for specific customer. - -1.1.45.0: - - Changes: - - Added Unity 2023 branch. - - Updated internal GUIText component for breaking change in Unity 2022.2+ removing Arial.ttf from default assets. - - Exceptions thrown by event handlers and caught by Rewired are now logged as exceptions instead of as errors so they can be handled by tools such as Sentry. - - API Changes: - - Added ControllerMap.ElementMaps property (alias for AllMaps property). - - Modified Controller Definitions: - - Updated Microsoft Xbox One Controller definition to account for breaking changes to mappings, presumably due to firmware updates, on Linux Native, and added additional identifiers to match more Xbox Series S|X controllers. - - Added Menu, Left Stick Button, and Right Stick Button bindings to Gamepad Template map for Apple MFi Controller. - - Bug Fixes: - - Fixed PlayerController.GetElement returning only Axis elements. - - Fixed PlayerController.Element.name always returning null. - - Added workaround for Mono bug? that caused allocation of 32 bytes of garbage periodically in Windows. - - Windows Standalone, MacOS Standalone, with Enhanced Device Support enabled: Fixed infinitely-expanding buffer in memory caused by input event buffer on Sony DualShock 4 and Sony DualSense controllers in the Unity editor when pausing Play mode and in builds when the application is out of focus and the Unity Player setting "Run in Background" is false. - - Fixed bug causing negative Axis Contribution on Actions bound to a trigger to be lost when converting a Gamepad Template Map to a Controller Map using ControllerTemplateMap.ToControllerMap when the gamepad has digital buttons instead of analog triggers. - - Fixed UWP platform compiler errors in Unity 2022+. - -1.1.44.0: - - Changes: - - MacOS, Game Controller Framework: Added support for setting light color on Dual Shock 4 and Dual Sense controllers. - - Checks Unity Active Input Manager setting on installation and warns user if set to an incompatible setting. - - Internal changes to allow Rewired plugins to optionally run target platform-specific code in the Unity editor. - - API Changes: - - Added Rewired.Platforms.Apple.GameController.GCControllerDualShock4Extension.SetLightColor functions. - - Added Rewired.Platforms.Apple.GameController.GCControllerDualSenseExtension.SetLightColor functions. - - Bug Fixes: - - Mac OS Standalone, Native, Game Controller Framework enabled: Fixed bug causing crash in MacOS versions prior to 11.0. - - Reverted old workaround for a platform-specific Unity bug in Rewired Pointer Input Module which disabled the check to see if a mouse is present before processing mouse input events. The workaround caused issues because touch input changes the Unity mouse pointer position. - -1.1.43.0: - - Changes: - - Added MacOS Game Controller Framework support. - - API Changes: - - Added ControllerMap.CreateFromJson function. - - Added Controller.Element.compoundElement property. - - Added Controller.GetCompoundElementById function. - -1.1.42.1: - - Bug Fixes: - - Fixed missing method exception thrown when editing Custom Controllers in Rewired Editor. - -1.1.42.0: - - Changes: - - Added Unity 2022 branch. - - Removed support for many old platforms: Windows 8 Phone, Windows 8 Store, Windows 8.1 Universal, Ouya, PS3, Wii, WiiU, Xbox 360, Blackberry, Google Nexus Player, Gamestick. - - Removed PS4 support from core. A plugin is now required for PS4 support. See Special Platforms in the documentation for details. - - Added support for Sony PlayStation 4 plugin. - - Added support for Sony PlayStation 5 plugin. - - Added support for Nintendo Switch plugin running in Unity Editor. - - OSX: Updated SDL2 library to 2.0.20, universal Intel/Apple Silicon. (SDL2 library files in project must be deleted and re-installed from the menu.) - - Added Rewired_DirectInput.pdb files. - - Added option to disable mouse input on platforms and avoid polling for mouse input values on Unity-based input sources to reduce CPU usage on certain platforms. - - Bug Fixes: - - Removed warning in editor when Unity Input System is enabled in Unity 2021.2+. - - Rewired Input Manager Settings configuration is no longer reset when using Compact Ids function. - - Controller Map returns the correct controller type even before data is baked when creating a Controller Map from XML. - - Controller id defaults to -1 instead of 0 for incomplete Controller Maps which have been created outside a Player and have no associated Controller. - - Creating an ActionElementMap in an incomplete Controller Map can no longer throw an exception if no Controller exists when the Controller Map has an undefined Controller id. - - Control Mapper: Adding a Map categories that is set to not User Assignable to the list of categories to display no longer break the layout. - -1.1.41.5: - - Bug Fixes: - - Control Mapper: Fixed compiler error in Text Mesh Pro version of Control Mapper introduced in 1.1.41.4. - -1.1.41.4: - - Changes: - - Added attempted workarounds to hopefully prevent API updater from seeing any calls to Texture2D.Resize in the Rewired_Core.dll assembly. A new Unity bug in the API updater in 2021.2 was causing it to crash on Rewired_Core.dll because of the use of Texture2D.Resize. This prevented Rewired_Core.dll from being loaded, completely breaking Rewired. The issue seems to be intermittent, not reproducible in every project, but in some projects likes ones upgraded from prior versions of Unity. This issue was not caused by Rewired but by Unity's API updater. - - Changed Corgi Engine integration to use reflection to get value of base InventoryInputManager.InventoryOpen because of breaking changes changing the name of this field to InventoryInputManager.InventoryIsOpen with no way to branch code to support both versions. - - Bug Fixes: - - OSX Standalone, Native: Fixed Xbox Wireless Controller (Xbox Series S/X controller) view button not working. - - Control Mapper: UI no longer gets stuck in a bad state when changing language while a popup window is open. - -1.1.41.3: - - Bug Fixes: - - OSX Standalone, Native, Enhanced Device support enabled: Fixed Dual Shock 4 axes not working when connected via USB bug introduced in 1.1.41.2. - -1.1.41.2: - - Bug Fixes: - - Unity 2021.2+, Windows Standalone, Raw Input, Direct Input w/ Native Mouse/Keyboard Handling: Fixed bug in processing Raw Input messages on 32-bit builds running on 64-bit Windows resulting in Unity logging "Invalid raw input data size" messages when using certain controllers. - - Reworked Rewired Editor handling of prefabs in versions of Unity that use the new prefab workflow due to new errors caused by recent updates to Unity resulting in data not being saved when modifying data in a prefab using the Rewired Editor. - - Rewired Input Manager "Don't Destroy on Load" setting is set properly when Rewired Initializer is a child of a GameObject and instantiates the Rewired Input Manager as a child of that parent GameObject. - - Fixed Global Options Window not displaying any information. - -1.1.41.1: - - Changes: - - Added warning to Rewired Input Manager editor to warn users to set Joystick Auto Assignment Max Joysticks Per Player to 100 if a single-player game because of how many developers ignore this setting are left with games that cannot be controlled if a virtual controller or another controller is connected to the system that takes priority other than the one the user is trying to use. - - Bug Fixes: - - Unity 2021.2+, Windows Standalone, Raw Input, Direct Input w/ Native Mouse/Keyboard Handling: Fixed bug in new Raw Input event forwarding that could cause a multiple of the number of events to be forwarded to Unity if the number of events that were received during a frame exceeded 100. This could occur after execution was resumed from a breakpoint in a debugger due to mouse and keyboard input. - -1.1.41.0: - - Changes: - - Windows Standalone, Raw Input, Direct Input w/ Native Mouse/Keyboard Handling: Raw Input messages are now retrieved using GetRawInputBuffer method due to changes to Unity input in Unity 2021.2+ that breaks Rewired's Raw Input message handling due to their use of GetRawInputBuffer to eliminate massive frame rate drop from high refresh rate mice (4000-8000 Hz). Their change to GetRawInputBuffer, which consumes all the Raw Input events when called, makes it impossible for Rewired to continue to share mouse input events with Unity so both Unity's mouse input and Rewired's native mouse input work simultaneously. - - Implemented Raw Input event forwarding to Unity through new Unity API exposed for this purpose in 2021.2.0. Bonus effect of this change is that Rewired can now be used alongside the new Unity Input System on Windows. - - Bug Fixes: - - Null reference exception is no longer thrown when certain custom driver functions are called in Start or Awake (ex: DualShock4ControllerExtension.GetGyroscopeValue). - - Unity Editor: Adding the Nintendo Switch Input Manager component using button on the Rewired Input Manager inspector now sets the GameObject dirty so the object gets saved correctly. - - When first enabling the only Controller Map that binds a particular Action to the negative pole of an axis while currently holding that axis in a negative state with a value beyond the button activation threshold and querying that Action for its negative button down value will no longer return a down state. - -1.1.40.0: - - Changes: - - Disabling Visual Studio 2019 jump optimizer for Windows IL2CPP builds is no longer required. - - Performance improvements. - - UFE2 Integration: Reworked integration script again due to breaking changes in Unity causing EventSystem exceptions to be thrown. - - UFE2 Integration: Changed supported version to 2.4.1. - - API Changes: - - Changed return type of Player.ControllerHelper.GetLastActiveController to T instead of Controller. - - Bug Fixes: - - AxisCalibration.SetData no longer overwrites default calibration data. - -1.1.39.3: - - Changes: - - WebGL builds work again after changes to compiler in Unity 2020.2.0 to that caused builds to throw an error on launch. - - Updated UFE2 integration to change auto show/hide of touch controls to toggle based on a screen touch and a controller press instead of toggling based on the presence of a controller due to problems with phantom joysticks that appear on some Android devices. - - Control Mapper: Focus is now reset when calling Reset while windows are open. - - Bug Fixes: - - ControllerMap.hardwareGuid is now correctly set for MouseMap, KeyboardMap, and CustomControllerMap. - -1.1.39.2: - - Changes: - - Missing mouse axis entries in the Unity Input Manager entries no longer cause Rewired to fail initialization, but instead log an error. - - API Changes: - - Added public setter to InputManager_Base.dataFiles property. - - Bug Fixes: - - Windows Standalone, Native Mouse Handling: Virtual desktop mouse delta value is no longer ~1/2 size of local mouse delta. - - Fixed missing stick buttons mappings for Steam Controller (emulated) in Gamepad Template. - -1.1.39.1: - - Bug Fixes: - - Fixed IL2CPP compile errors and runtime exceptions on some platforms due to error in obfuscation introduced in 1.1.39.0. - - Disabled debug logging in OSX builds in Unity 2020 and 2021 branches introduced in 1.1.39.0. - -1.1.39.0: - - Changes: - - Added Unity 2021.x branch. - - Windows Native, OSX Native: Marginally improved DualShock 4 and DualSense gyro drift in computed orientation. - - Changed inspector settings on Rewired_DirectInput.dll to explicitly exclude OSX platforms due to new Unity bug in Unity 2020.x including Windows DLLs on MacOS builds. - - Added changes for new Xbox Wireless Controller firmware on MacOS. - -1.1.38.4: - - Changes: - - Updated Universal Fighting Engine 2 integration due to major breaking changes made in UFE 2.4.1 update. - - Updated Bolt integration implementing workaround to prevent Rewired Bolt DLL containing custom units from being stripped from project in IL2CPP builds resulting in deserialization errors. - - Windows 10 Universal: Added workaround for new bug in IL2CPP that causes builds to fail in Unity 2020.2.x and later. - -1.1.38.3: - - Changes: - - Updated Universal Fighting Engine 2 integration to fix issues caused by changes in UFE2 since last update. - - RewiredEventSystem script execution order is now automatically set to -1000. - - Bug Fixes: - - Editor script now enables building to Game Core platforms in Rewired_Core.dll. - -1.1.38.2: - - Changes: - - Changed WebGL native library to prevent failure in Chrome browser on MacOS 11+. - - Changed WebGL OS version parsing to handle inconsistencies between browsers in how the os version is reported. - - Touch Controller Disable Mouse Input When Enabled toggle now records original mouse state when component is intialized and restores this value when disabled. - - Xbox One controller definition now used on Stadia instead of Xbox 360 controller definition for Xbox-compatible controllers. - -1.1.38.1: - - Bug Fixes: - - Fixed D-pad mapping bug in Sony DualSense controller definition internal driver mapping. - -1.1.38.0: - - Changes: - - Added support for Game Core Xbox platforms through additional plugin. - - Added Enhanced Device Support for Sony DualSense controller (Windows and MacOS). - - Changed display name of Nintendo Switch handheld controller to meet Nintendo's new naming requirements. - - API Changes: - - Added ControllerExtensions.DualSenseExtension class. - - Added ControllerExtensions.DualSenseMicrophoneLightMode enum. - - Added ControllerExtensions.DualSenseOtherLightBrightness enum. - - Added ControllerExtensions.DualSensePlayerLightFlags enum. - - New Controller Definitions: - - Sony DualSense - - Bug Fixes: - - Fixed broken ReInput.MappingHelper.GetActionElementMap function. - -1.1.37.0: - - Changes: - - Windows Standalone, Raw Input, Use XInput disabled: Implemented workaround for Steam not creating device notifications when creating or removing virtual controllers so controller changes can be detected correctly. - - Export constants variable, class, and namespace sanitization now uses a blacklist instead of a whitelist so unicode characters such as non-English characters are no longer filtered out. (May lead to compiler errors if certain invalid characters are used in identifier strings.) - - Bolt integration: Added PreserveAttribute to all classes to prevent Unity from stripping the classes on certain platforms. - - API Changes: - - Added Platforms.PS4.PS4ControllerExtension.deviceHandle property. - - Bug Fixes: - - Action Element Maps that bind to an invalid controller element are filtered out when loading Joystick Maps in Players. - - Control Mapper: Null Reference Exception is no longer thrown when looking up a controller element name for an Action Element Map that maps to an invalid controller element. - - MacOS Standalone, Native: When using multiple identical controllers that do not provide enough identifying information to differentiate the controller from the others and one controller is disconnected and reconnected, it will now be detected and re-appear in the Joysticks list. - - Fixed bug in ComponentControls.TouchPad.pressStartDelay property causing value to always be set to float.MaxValue if set from scripting. - -1.1.36.1: - - Changes: - - Windows Standalone, Raw Input: Raw Input devices that do not appear as a HID device are no longer filtered out and are supported as controllers to support Steam virtual/remote devices when Use XInput is disabled. - - Bug Fixes: - - UserDataStore_PlayerPrefs: Deferred Joystick assignment loading when the first Joystick is connected no longer happens if a Joystick is detected on Awake. - - RewiredStandaloneInputModule: Unsubscribed to events in OnDestroy. - -1.1.36.0: - - Changes: - - Added Unity 2020 support. - - Added UWP ARM64 native library (Unity 2019+, untested). - - Removed GUILayer on cameras in examples to stop errors reported in Unity 2019+ - - Rewired Editor: Copying an Action Category that contains Actions and copying those Actions now copies the sort order of the Actions. - - Changed Player input event system to allow modifying the event listeners inside an event callback without causing issues. - -1.1.35.3: - - Bug Fixes: - - Fixed issue in RewiredStandaloneInputModule causing joystick axes to not be able to navigate the UI left or down when "Activate Action Buttons on Negative Value" is enabled in the Rewired Input Manager settings. - -1.1.35.2: - - New Controller Definitions: - - Steel Series Nimbus+ - - Modified Controller Definitions: - - Updated Xbox One Controller definition for breaking changes caused by Windows 10 2004 update on Windows Standalone and Windows UWP platforms with Raw Input and Direct Input with Use XInput disabled. - - Updated Stadia Controller definition for breaking changes caused by firmware update on all desktop platforms. - -1.1.35.1: - - Bug Fixes: - - Control Mapper changes that were supposed to be inlcuded in 1.1.35.0 are now included. - -1.1.35.0: - - Changes: - - Control Mapper: Added LanguageDataBase.GetActionCategoryName method. - - Changed Controller Definitions: - - Ipega Bluetooth Classic GamePad, Android Fallback: Added new variant for changes made to device / firmware. - - 8Bitdo SN30 Pro: Added support for changes made to firmware 1.33 and mappings for SN30 Pro+. - - Bug Fixes: - - Control Mapper: Fixed bug introduced in 1.1.33.0 causing Action Category names to be read from Map Category instead. - -1.1.34.1: - - Changes: - - Added Rewired category to component menu. - - UnityInputOverride: Made additional functions re-route to Rewired instead of passing through to UnityEngine.Input (anyKey, anyKeyDown, mousePosition, GetKey, GetKeyDown, GetKeyUp). - - Windows Standalone, Raw Input: Added workarounds to try to prevent calling the Windows HidD_GetProductString function on HID devices until the device has been determined to be a supportable HID device in an attempt to avoid a 5-10 second stall when this function is called on certain problem HID devices. This issue is being reported with increasing frequency, I can only assume due to a new bug/change in a recent Windows update that affects a variety of different HID device types. This is not an issue with Rewired, it is an issue with the device, its driver, and/or Windows. This is merely an attempt to plaster over the problem so I don't keep getting this reported to me as an issue with Rewired. - - Bug Fixes: - - Fixed bug when replacing an Action Element Map keyboard key binding with the same keyboard key causing ActionElementMap.elementIdentifierName to return a blank string. Bug was introduced in 1.1.33.0. - - Fixed bug when changing Action Element Map modifier key values manually causing ActionElementMap.elementIdentifierName to not be updated. Bug was introduced in 1.1.33.0. - -1.1.34.0: - - Changes: - - Added support for horizontal mouse wheel. - - Windows Standalone, Native Mouse Handling: Added remote desktop mouse support. - - Added RewiredEventSystem component. - - Rewired Standalone Input Module: Changed axis movement threshold to use Input Behavior Button Dead Zone. - - Changed method for finding canvas position from screen position in UIPointer.cs example. - - API Changes: - - Added MouseInputElement.Axis4 value. - - Added PlayerMouse.clampToMovementArea property. - - Added PlayerMouse.Definition.clampToMovementArea property. - - Added Rewired.Components.PlayerMouse.clampToMovementArea property. - - Integration Chagnes: - - PlayMaker: Added "By Axis Contribution" selection criteria option to RewiredPlayerGetFirstElementMapIdWithAction action. - - Bug Fixes: - - Eliminated calls to EditorPrefs every frame when using Debug Information in Rewired Input Manager inspector in the editor causing heavy CPU usage. - - Rewired Editor controller map bindings list no longer displays positive/negative Action names if a positive/negative name was set in the Action as an Axis-type Action then changed to a Button-type Action without clearing these values. - - Fixed PlayerMouse inspector display of certain values not updating when changing them by scripting. - - Touch Controls: Fixed bug in Touch Pad when Touch Pad Mode is set to Vector from Center causing vector to be calculated from the pivot point of the Rect Transform instead of the center. - - Player Mouse no longer applies Absolute To Relative Sensitivity to axis values is axis Coordinate Mode is set to Absolute and Action value supplied to the axis is in absolute coordinates. - - Player Mouse no longer adds Absolute axis values to the screen position but passes the value through unmodified. - -1.1.33.0: - - Changes: - - Internal refactoring that breaks compatibility with Nintendo Switch and Stadia plugins. Plugins must be updated after updating to 1.1.33.0. - - Added Font Size field to DebugInformation inspector. - - Control Mapper: Expanded language system to allow for translation Rewired object strings (Player names, Action names, Controller names, Controller element names, etc.). - - Controller Definitions: - - Windows Fallback: Open VR controller definitions changed to match breaking changes to controller names returned by Unity made in an unknown version of Unity. - - Bug Fixes: - - Fixed exception thrown by some Keyboard methods when passing new KeyCodes added in later versions of Unity. - - Fixed bug in Debug Information causing Button Maps foldout to open and close simultaneously across all open Controller Maps. - - Windows Fallback: Fixed Microsoft Xbox 360 Controller mappings due to undocumented breaking change made in Unity 2018.3 causing both triggers to activate when either trigger is pressed. - - Control Mapper (Text Mesh Pro): Enabled Auto Size setting on Text Mesh Pro Text components on several static buttons. - -1.1.32.0: - - Changes: - - *** BREAKING CHANGE *** Changed additional time calculations to use doubles to avoid issues with time measurement precision loss when application runs for days or weeks. Some members were missed in 1.1.31.0 update and have been changed. - - Added additional information to Debug Information. - - API Changes: - - Changed return type of the following to double: - - Player.GetButtonTimePressed - - Player.GetButtonTimeUnpressed - - Player.GetNegativeButtonTimePressed - - Player.GetNegativeButtonTimeUnpressed - - Player.GetAxisTimeActive - - Player.GetAxisTimeInactive - - Player.GetAxisRawTimeActive - - Player.GetAxisRawTimeInactive - - InputActionEventData.GetAxisTimeActive - - InputActionEventData.GetAxisTimeInactive - - InputActionEventData.GetAxisRawTimeActive - - InputActionEventData.GetAxisRawTimeInactive - - InputActionEventData.GetButtonTimePressed - - InputActionEventData.GetButtonTimeUnpressed - - InputActionEventData.GetNegativeButtonTimePressed - - InputActionEventData.GetNegativeButtonTimeUnpressed - - Behavior Designer Integration: - - Updated to reflect return value type change of time functions. Behavior Designer does not support double-precision values, so return values are cast to floats. - - PlayMaker Integration: - - Updated to reflect return value type change of time functions. - -1.1.31.0: - - Changes: - - *** BREAKING CHANGE *** Changed all time calculations to use doubles to avoid issues with time measurement precision loss when application runs for days or weeks. All members that return time values now return a double value instead of a float value. - - RewiredStandaloneInputModule: Changed to use double precision time. - - Improved accuracy of identifying reconnected controllers on some platforms. - - API Changes: - - Changed return type of the following to double: - - Controller.GetButtonTimePressed - - Controller.GetButtonTimeUnpressed - - Controller.GetButtonLastTimePressed - - Controller.GetButtonLastTimeUnpressed - - Controller.GetButtonTimePressedById - - Controller.GetButtonTimeUnpressedById - - Controller.GetButtonLastTimePressedById - - Controller.GetButtonLastTimeUnpressedById - - Controller.GetLastTimeActive - - Controller.GetLastTimeAnyElementChanged - - Controller.GetLastTimeAnyButtonPressed - - Controller.GetLastTimeAnyButtonChanged - - Controller.Axis.lastTimeActive - - Controller.Axis.lastTimeActiveRaw - - Controller.Axis.lastTimeInactive - - Controller.Axis.lastTimeInactiveRaw - - Controller.Axis.lastTimeValueChanged - - Controller.Axis.lastTimeValueChangedRaw - - Controller.Axis.timeActive - - Controller.Axis.timeActiveRaw - - Controller.Axis.timeInactive - - Controller.Axis.timeInactiveRaw - - Controller.Button.timePressed - - Controller.Button.timeUnpressed - - Controller.Button.lastTimePressed - - Controller.Button.lastTimeUnpressed - - Controller.Button.lastTimeStateChanged - - ControllerWithAxes.GetAxisTimeActive - - ControllerWithAxes.GetAxisTimeInactive - - ControllerWithAxes.GetAxisLastTimeActive - - ControllerWithAxes.GetAxisLastTimeInactive - - ControllerWithAxes.GetAxisRawTimeActive - - ControllerWithAxes.GetAxisRawTimeInactive - - ControllerWithAxes.GetAxisRawLastTimeActive - - ControllerWithAxes.GetAxisRawLastTimeInactive - - ControllerWithAxes.GetAxisTimeActiveById - - ControllerWithAxes.GetAxisTimeInactiveById - - ControllerWithAxes.GetAxisLastTimeActiveById - - ControllerWithAxes.GetAxisLastTimeInactiveById - - ControllerWithAxes.GetAxisRawTimeActiveById - - ControllerWithAxes.GetAxisRawTimeInactiveById - - ControllerWithAxes.GetAxisRawLastTimeActiveById - - ControllerWithAxes.GetAxisRawLastTimeInactiveById - - ControllerWithAxes.GetLastTimeAnyAxisActive - - ControllerWithAxes.GetLastTimeAnyAxisChanged - - Keyboard.GetKeyTimePressed - - Keyboard.GetKeyTimeUnpressed - - Keyboard.GetModifierKeyTimePressed - - Keyboard.GetModifierKeyTimeUnpressed - - ReInput.TimeHelper.unscaledTime - - Behavior Designer Integration: - - Updated to reflect return value type change of time functions. Behavior Designer does not support double-precision values, so return values are cast to floats. - - Added RewiredGetKeyboard - - Added RewiredGetMouse - - Added RewiredPlayerSetHasKeyboard - - PlayMaker Integration: - - Updated to reflect return value type change of time functions. - - Corgi Engine Integration: - - Removed usage of InformationAttribute due to breaking change in later versions of Corgi Engine causing compiler errors. - -1.1.30.3: - - Bug Fixes: - - OSX Native: Fixed bug causing joysticks created from HID devices with multiple logical sub devices to possibly shift around when another joystick device is connected or disconnected. - -1.1.30.2: - - Changes: - - Input is no longer blocked when application is in full-screen mode and "Ignore Input When App Not In Focus" is disabled due to problems with Steam and VR games. - - OSX Native: Added support for HID devices with multiple logical sub devices (some multi-port controller adapters including Mayflash GameCube contorller adapters). - -1.1.30.1: - - Changes: - - Rewired Editor: Tools -> Export Consts last saved path reverts to the project Assets folder if the last saved path was outside the current project. - - RewiredPointerInputModule: Disabling PlayerMouse by setting PlayerMouse.enabled to false or disabling the Component or GameObject if using the Component version now results in mouse exit events being sent when disabled if hovering over a Selectable. - - Windows Standalone, Raw Input / Direct Input + Native Keyboard Handling: Added workaround for Steam bug. Steam overlay blocks Raw Input key up events from reaching the application causing keys held when the overlay is opened to be stuck on when the overlay is closed with the mouse. - - Controller Definition Changes: - - Windows Fallback: Changed definitions for XInput controllers due to undocumented breaking change made in Unity 2018.3 causing both triggers to activate when either trigger is pressed. (Microsoft Xbox 360, Microsoft Xbox One, Logitech F310 (X), Logitech F710 (X), Zhidong V Plus (XI Mode). - - Bug Fixes: - - Control Mapper (Text MeshPro): Fixed Players and Controllers headers not loading values from language. - -1.1.30.0: - - Changes: - - Windows Standalone: Added additional workarounds to prevent Raw Input mouse and keyboard registration from being reclaimed by Unity when making various sequences of calls to display and screen settings in Unity at runtime in a build. - - Windows Standalone, Raw Input / Direct Input + Native Keyboard Handling: Changed Shift key handling to prevent issues with the wrong Shift key being activated or deactivated by Shift key events generated by Windows when shifting number pad keys. - - Windows Standalone, Raw Input / Direct Input + Native Keyboard Handling: Changed Control key handling to filter out extranneous Control key events generated by other non-Control keys when using some non-US keyboard layouts. - - Corgi Engine integration: - - Updated minimum Unity version to 5.6.7f1. - - Fixed PrefabUtility.DisconnectPrefabInstance deprecation warning message in Unity 2018.3+. - - OSX Standalone, Native: Low-level joystick events are now discarded when the application loses focus and Unity Player -> Run in Background is disabled. - - API Changes: - - Added Controller.Axis.pollingDeadZone property. - - Added ReInput.ConfigHelper.defaultAbsoluteAxisPollingDeadZone property. - - Added ReInput.ConfigHelper.defaultRelativeAxisPollingDeadZone property. - - Bug Fixes: - - Gamepad Template: Removed duplicate Right Trigger mapping for Xbox 360 Controller. - - Fixed error in Debug Information possibly displaying a different Custom Controller than is assigned to the Player. - -1.1.29.4: - - Changes: - - Increased stick dead zones on Nintendo Switch Pro Controllers on all non-Switch console platforms. - - Bug Fixes: - - Fixed transposed Options and Menu button mappings on Stadia Controller definition on all platforms. - - Fixed transposed Options and Menu button mappings in Gamepad Template for Stadia Controller. - - Fixed inverted Right Stick Y mapping on Nintendo Switch Pro Controller on OSX Standalone, Native. - -1.1.29.3: - - Changes: - - Added new version of Control Mapper that uses Text Mesh Pro (Unity 2018.1+). - - Windows Standalone, Raw Input / Direct Input + Native Mouse Handling: Input values are now cleared when any mouse is disconnected to prevent buttons from getting stuck on because Windows does not send button up events when a device is disconnected. - - Windows Standalone, Raw Input / Direct Input + Native Keyboard Handling: Input values are now cleared when any keyboard is disconnected to prevent buttons from getting stuck on because Windows does not send button up events when a device is disconnected. - - OSX, Native: Added system sleep prevention to prevent display from powering off or entering screen saver mode when using joysticks. - - Bug Fixes: - - Fixed Start button mapping for Oculus Touch Left controller due to documentation bug in Unity documentation listing the wrong button index. - -1.1.29.2: - - Changes: - - Improved detection of rapid button taps at lower frame rates. - - Bug Fixes: - - Rewired Editor saves prefab before exporting constants so changes made before editor recompiles are not lost. (Unity 2018.3+) - - Windows Standalone, XInput, Direct Input: Fixed issue causing fast button taps to be missed at high input thread frequency and low frame rates (increased buffer size). - -1.1.29.1: - - Changes: - - Android Platforms: Added native workaround to handle keymapped and non-keymapped Sony DualShock 4 controllers (Unity 5+). - - Android: Added keymapped and non-keymapped Sony DualShock 4 controller definition variants. - - Amazon Fire TV: Added keymapped and non-keymapped Sony DualShock 4 controller definition variants. - -1.1.29.0: - - Changes: - - Rewired Standalone Input Module: Added Deselect If Background Clicked inspector option. - - Rewired Standalone Input Module: Added Deselect Before Selecting inspector option. - - Windows Standalone, XInput: Moved vibration to separate thread from input to eliminate input lag when sending vibration to a problem XInput device. - - PlayStation 4: Added Aim Controller support. - - API Changes: - - Added RewiredStandaloneInputModule.deselectIfBackgroundClicked property. - - Added RewiredStandaloneInputModule.deselectBeforeSelecting property. - - Added Rewired.Platforms.PS4.Ps4AimExtension class. - - Added Rewired.Platforms.PS4.PS4AimMotorType enum. - - Controller Definitions: - - Added Sony PS4 Aim Controller. - - Bug Fixes: - - ControllerMapWithAxes.GetElementMapsWithAction: Fixed bug causing button maps to not be returned in List results method overloads. - -1.1.28.0: - - Changes: - - Added Stadia platform plugin support. - - Changed editor compilation system to work with "Recompile After Finished Playing" setting in Unity editor preferences. - - iOS/tvOS: Controller.deviceInstanceGuid changed to more accurately identify controllers. - - Changed callback/event exception logging to log the Exception.InnerException. - - API Changes: - - ReInput.ControllerHelper.GetJoysticks now returns an empty array when no Joysticks are found instead of null. - - ReInput.ControllerHelper.GetJoystickNames now returns an empty array when no Joysticks are found instead of null. - - ReInput.ControllerHelper.GetCustomControllers now returns an empty array when no Custom Controllers are found instead of null. - - ReInput.ControllerHelper.GetCustomControllerNames now returns an empty array when no Custom Controllers are found instead of null. - - Controller Definitions: - - Added Stadia Gamepad. - - Bug Fixes: - - Fixed Null Reference Exception in RewiredPointerInputModule.GetPointerData when called with create == false and no pointer data has been created. - - Fixed Null Reference Exception in RewiredPointerInputModule when removing a mouse input source from a UI event callback. - -1.1.27.3: - - - Rebuild due to Windows Standalone IL2CPP issues in Unity 2018 branch. - -1.1.27.2: - - Controller Definitions: - - Added D-Pad buttons to Apple TV Siri Remote definition. - - Bug Fixes: - - Fixed gamepads not working on PS4 platform due to change in 1.1.27.0. - - Unity 2018.3+ (new prefab workflow): Changes are no longer lost after importing data from json or compacting ids from the Rewired Editor -> Tools menu when in "prefab edit mode" and then exiting "prefab edit mode." - -1.1.27.1: - - Bug Fixes: - - Unity 2018.3+ (new prefab workflow): Pressing "Play" in the editor immediately after changing values in the Rewired Editor while editing a prefab will no longer cause the changes to be lost. - - -1.1.27.0: - - Changes: - - Windows, Raw Input / Direct Input, Native Keyboard Handling: Changed system for correcting UK and German key mappings due to issue it caused with French layout. - - UserDataStore_PlayerPrefs: Added support for loading Controller Maps for recognized Joysticks that are not currently connected. - - PS4: Changed value returned by Controller.name from "Gamepad" to "Controller" for gamepad controllers. - - API Changes: - - Added ReInput.MappingHelper.GetControllerMapInstance(ControllerIdentifier controllerIdentifier...) overloads. - - Added ReInput.MappingHelper.GetJoystickMapInstance(ControllerIdentifier controllerIdentifier...) overloads. - - Added ReInput.MappingHelper.GetCustomControllerMapInstance(ControllerIdentifier controllerIdentifier...) overloads. - - Added ReInput.MappingHelper.GetControllerMapInstanceSavedOrDefault(int playerId, Controller controller, string mapCategoryName, string layoutName) overload. - - Added ReInput.MappingHelper.GetControllerMapInstanceSavedOrDefault(int playerId, ControllerIdentifier controllerIdentifier, string mapCategoryName, string layoutName) overload. - - Added ReInput.MappingHelper.GetJoystickMapInstanceSavedOrDefault(int playerId, Joystick joystick, string mapCategoryName, string layoutName) overload. - - Added ReInput.MappingHelper.GetJoystickMapInstanceSavedOrDefault(int playerId, ControllerIdentifier controllerIdentifier, string mapCategoryName, string layoutName) overload. - - Added ReInput.MappingHelper.GetCustomControllerMapInstanceSavedOrDefault(int playerId, CustomController customController, string mapCategoryName, string layoutName) overload. - - Added ReInput.MappingHelper.GetCustomControllerMapInstanceSavedOrDefault(int playerId, ControllerIdentifier controllerIdentifier, string mapCategoryName, string layoutName) overload. - - Added ReInput.MappingHelper.GetKeyboardMapInstanceSavedOrDefault(int playerId, string mapCategoryName, string layoutName) overload. - - Added ReInput.MappingHelper.GetMouseMapInstanceSavedOrDefault(int playerId, int mapCategoryId, int layoutId) overload. - - Added ControllerIdentifier.Blank property. - - Bug Fixes: - - Windows, Raw Input / Direct Input, Native Keyboard Handling: 4 key on French keyboard layout now returns the correct key code. - - Rewired Editor: Controller Map "Copy Map" dialog now shows the "Cancel" option when copying over an existing Controller Map. - -1.1.26.1: - - Changes: - - Reverted change made in 1.1.25 due to breakage of editor stepping input support: Unity Editor, Windows Standalone, Native Keyboard Handling and/or Native Mouse Handling: Pausing runtime Play mode in the Unity Editor now clears keyboard and mouse input queue and blocks further input from being queued while paused. - - Changed Control Mapper UISelectionUtility.cs for breaking API change in Unity 2019.1.5f1. - - OSX, Native: Device with location id of 0 are no longer filtered out to allow support for virtual HID devices. This change may affect some multi-controller adapters such as Gamecube adapters negatively because these devices expose additional invalid HID devices with location ids of 0 which will no longer be filtered out. - -1.1.26.0: - - Changes: - - Button down events are no longer enqueued for Fixed Update when Time.timeScale is 0 to work around issues when unpausing Time.timeScale when using Fixed Update for input. - - Changed installer modal dialogs to work around an extremely rare issue where installation dialog boxes will be spammed with "Cancel" requests repeatedly and infintely by Unity or some other software installed causing the "Get More Information" action to be called repeatedly which opens browser windows until the system crashes. The new behavior when this issue occurs will be that the modal box will be cancelled and skipped and the user will never even see it. This is not a bug in Rewired code that caused this issue and it could not be "fixed" and will never work properly in the rare circumstance that the user's system is behaving this way. Something outside Rewired (Unity or some other software installed) is trying to force close the modal box in the Unity Editor every frame. It's a choice between a system crash or auto-skipping the installation modal. This change is simply a cludge to at least prevent the system from crashing. - - Improved performance of inspector Debug Information tool after changes made in 1.1.25.0 to remember previously open items. - - API Changes: - - Added ComponentControls.TouchJoystick.axis2DCalibration property. - - Made ComponentControls.TouchJoystick.deadZoneType property obsolete. - - Added ComponentControls.TiltControl.axis2DCalibration property. - - Made ComponentControls.TiltControl.deadZoneType property obsolete. - - Added ComponentControls.TouchPad.horizontalAxisCalibration property. - - Added ComponentControls.TouchPad.verticalAxisCalibration property. - - Added ComponentControls.TouchPad.axis2DCalibration property. - -1.1.25.2: - - Changes: - - Joystick polling system now ignores Axis Calibration Sensitivity settings when polling axes so a very low Multiply sensitivity value doesn't prevent users from assigning axes to Actions. - - Player.ControllerHelper.MapHelper.LoadDefaultMaps now clears Joystick Map history for Joysticks that were previously assigned to the Player but are currently not assigned at the time the method is called. This is done so that the next time a Joystick is re-assigned after LoadDefaultMaps is called while the Joystick is not present, the Joystick will load the default Joystick Maps from the Rewired Input Manager instead of loading from its history. - - Bug Fixes: - - Controller.Button double press method overloads with no Speed argument now work correctly. - - Fixed incorrect Whammy Bar axis calibration in XInput Guitar controller definition. - -1.1.25.1: - - Changes: - - Rewired Editor: Changed popup window positioning system due to non-reproducible window centering Unity editor bug reported. Popup windows are now positioned in a fixed location in the editor window. - - Unity Editor, Windows Standalone, Native Keyboard Handling and/or Native Mouse Handling: Pausing runtime Play mode in the Unity Editor now clears keyboard and mouse input queue and blocks further input from being queued while paused. - -1.1.25.0: - - Changes: - - Added Unity 2019 branch. - - Added Controller Map Enabler system for Controller Map enabled state management. - - Added Controller Map Layout Manager system for Controller Map Layout management. - - Changed UserDataStore_PlayerPrefs to utilize Controller Map Layout Manager. - - Control Mapper: Made changes to support Unity 2019.1 UI system. - - Control Mapper: Added support for Power axis sensitivity type. - - Editor: Debug Information open foldouts now remember previous settings. - - Rewired Editor: Custom Controller Type Guid. - - Rewired Editor: Added Copy Map button to Controller Maps pages. - - Rewired Editor: Added Default Axis Sensitivity Type option to Settings page. - - Rewired Editor: Added Sensitivity settings to Custom Controller Axes. - - Rewired Standalone Input Module: Removed checks of UnityEngine.Input.mousePresent because it is unreliable and reports inaccurate values on some platforms. isMouseSupported will now always return true. - - Windows Standalone, Direct Input, Use XInput disabled: Added workarounds for issues with Steam-configured devices not connected or disconnected properly due to Steam's lack of sending proper device events for emulated devices. - - Made various changes to Debug Information. - - API Changes: - - Added ControllerMapEnabler class. - - Added ControllerMapLayoutManager class. - - Added ControllerSetSelector class. - - Added ControllerIdentifier struct. - - Added Interfaces.IControllerMapStore interface. - - Added ReInput.ConfigHelper.defaultAxisSensitivityType property. - - Added Controller.identifier property. - - UserDataStore class now implements Interfaces.IControllerMapStore interface. - - Added UserDataStore.SaveControllerMap method. - - Added UserDataStore.LoadControllerMap method. - - Added Player.ControllerHelper.MapHelper.layoutManager property. - - Added Player.ControllerHelper.MapHelper.mapEnabler property. - - Added ReInput.ControllerHelper.GetController(ControllerIdentifier controllerIdentifier) method overload. - - Added ReInput.MappingHelper.GetControllerMapInstanceSavedOrDefault method. - - Added ReInput.MappingHelper.GetJoystickMapInstanceSavedOrDefault method. - - Added ReInput.MappingHelper.GetKeyboardMapInstanceSavedOrDefault method. - - Added ReInput.MappingHelper.GetMouseMapInstanceSavedOrDefault method. - - Added ReInput.MappingHelper.GetCustomControllerMapInstanceSavedOrDefault method. - - Added ReInput.MappingHelper.GetControllerMapLayoutManagerRuleSetInstance method. - - Added ReInput.MappingHelper.GetControllerMapEnablerRuleSetInstance method. - - New PlayMaker Actions: - - RewiredConfigGetDefaultJoystickAxis2DSensitivityType - - RewiredConfigSetDefaultJoystickAxis2DSensitivityType - - RewiredConfigGetDefaultAxisSensitivityType - - RewiredConfigSetDefaultAxisSensitivityType - - RewiredControllerGetHardwareTypeGuidString - - RewiredControllerGetDeviceInstanceGuidString - - RewiredPlayerControllerAddedEvent - - RewiredPlayerControllerRemovedEvent - - RewiredPlayerLayoutManagerGetEnabled - - RewiredPlayerLayoutManagerSetEnabled - - RewiredPlayerLayoutManagerGetLoadFromUserDataStore - - RewiredPlayerLayoutManagerSetLoadFromUserDataStore - - RewiredPlayerLayoutManagerApply - - RewiredPlayerLayoutManagerLoadDefaults - - RewiredPlayerLayoutManagerRuleSetGetEnabled - - RewiredPlayerLayoutManagerRuleSetSetEnabled - - RewiredPlayerMapEnablerGetEnabled - - RewiredPlayerMapEnablerSetEnabled - - RewiredPlayerMapEnablerApply - - RewiredPlayerMapEnablerLoadDefaults - - RewiredPlayerMapEnablerRuleSetGetEnabled - - RewiredPlayerMapEnablerRuleSetSetEnabled - - New Behvior Designer Tasks: - - RewiredConfigGetDefaultJoystickAxis2DSensitivityType - - RewiredConfigSetDefaultJoystickAxis2DSensitivityType - - RewiredConfigGetDefaultAxisSensitivityType - - RewiredConfigSetDefaultAxisSensitivityType - - RewiredControllerGetHardwareTypeGuidString - - RewiredControllerGetDeviceInstanceGuidString - - RewiredPlayerControllerAddedEvent - - RewiredPlayerControllerRemovedEvent - - RewiredPlayerLayoutManagerGetEnabled - - RewiredPlayerLayoutManagerSetEnabled - - RewiredPlayerLayoutManagerGetLoadFromUserDataStore - - RewiredPlayerLayoutManagerSetLoadFromUserDataStore - - RewiredPlayerLayoutManagerApply - - RewiredPlayerLayoutManagerLoadDefaults - - RewiredPlayerLayoutManagerGetRuleSets - - RewiredPlayerLayoutManagerGetRuleSet - - RewiredPlayerMapEnablerGetEnabled - - RewiredPlayerMapEnablerSetEnabled - - RewiredPlayerMapEnablerGetLoadFromUserDataStore - - RewiredPlayerMapEnablerSetLoadFromUserDataStore - - RewiredPlayerMapEnablerApply - - RewiredPlayerMapEnablerLoadDefaults - - RewiredPlayerMapEnablerGetRuleSets - - RewiredPlayerMapEnablerGetRuleSet - - RewiredLayoutManagerRuleSetGetEnabled - - RewiredLayoutManagerRuleSetSetEnabled - - RewiredLayoutManagerRuleSetGetTag - - RewiredLayoutManagerRuleSetSetTag - - RewiredMapEnablerRuleSetGetEnabled - - RewiredMapEnablerRuleSetSetEnabled - - RewiredMapEnablerRuleSetGetTag - - RewiredMapEnablerRuleSetSetTag - - New Bolt Events: - - Player_ControllerAddedEvent - - Player_ControllerRemovedEvent - - New Controller Definitions: - - XInput Guitar - - Bug Fixes: - - Windows Standalone, Raw Input, Native Mouse Handling: Mouse wheel Values smaller than the Windows constant detent tick value are now rounded up to the nearest tick. - - Windows Standalone, Direct Input, Use XInput disabled: Steam-configured controllers now appear when Use XInput is diasabled. - - Rewired Cinemachine Bridge: Added #if directives to make new keyword on runInEditMode property only be used in the editor to avoid compiler warnings in builds. - - Windows Standalone, XInput: All non-gamepad XInput device sub types are handled as Gamepads again. - -1.1.24.0: - - Changes: - - Updated Universal Fighting Engine integration to fix issues caused by EventSystem.current being set back to the UFE Event System instead of the Rewired Event System. - - Updated Universal Fighting Engine 2 integration to fix issues caused by EventSystem.current being set back to the UFE Event System instead of the Rewired Event System such as non-functioning touch controls due to recent changes in UFE2. - - Updated Rex Engine integration for compatibility with Rex Engine 1.38 made various changes. - - Updated PS4 support for Unity 2017 branch, 2017.4+ to replace deprecated API usage. - - Rewired Editor: Added Default Joystick Sensitivity Type option. - - Calibration.sensitivityCurve with time range of 0 to 1 instead of -1 to 1 will be mirrored for the negative pole of the axis automatically. - - API Changes: - - Made PlayerSaveData constructor internal. - - Moved Joystick.hardwareTypeGuid into Controller class. - - Added Controller.deviceInstanceGuid. - - Added Keyboard.deviceInstanceGuid property. - - Added Mouse.deviceInstanceGuid property. - - Added CustomController.deviceInstanceGuid property. - - Added AxisSensitivity2DType enum. - - Added Axis2DCalibration.axisSensitivtyType property; - - Added ReInput.ConfigHelper.defaultJoystickAxis2DSensitivityType property. - - Deprecated UserDataStore.OnControllerPreDiscconnect method and changed from abstract to virtual. (Spelling error.) - - Added UserDataStore.OnControllerPreDisconnect method. - - Bug Fixes: - - Fixed Joystick Axis Calibration inversion being ignored when using Axial Default Joystick Dead Zone Type Radial setting introduced in 1.1.23.0. - - Fixed bug causing Player.GetAxisTimeActive, Player.GetAxisRawTimeActive to return incorrect values the first time activated. - - Windows, Raw Input: Fixed incorrect reading of HID device path introduced in 1.1.22.0. This error caused multiple identical controllers handled by Raw Input to be identified as the same controller causing many issues with controller disconnection and device identification. - -1.1.23.0: - - API Changes: - - Added ControllerStatusChangedEventArgs.controller property. - - Added ControllerAssignmentChangedEventArgs class. - - Added Player.ControllerHelper.ControllerAddedEvent event. - - Added Player.ControllerHelper.ControllerRemovedEvent event. - - Added InputActionEventType.AxisActiveOrJustInactive. - - Added InputActionEventType.AxisRawActiveOrJustInactive. - - Changes: - - Windows, Raw Input: Added support for multiple top-level HID controls on a device with identical usage page, usage, and link collection information. - - Removed Canvas.renderMode check and warning in Touch Controls due to an impossible to detect scenario involving runtime script compilation and Unity serialized data being cleared in an unpredicable order on objects before script recompilation begins causing Canvas.renderMode to report a value of World even if not set to World triggering the error warning. - - Updated Bolt integration with new InputActionEventTypes. - -1.1.22.4: - - Changes: - - Action Element Maps in Controller Map instances obtained through ReInput.MappingHelper.GetControllerInstance and related methods now contain element identifier names and element indices. - - Changed Gamepad Template mapping for Saitek P880 to map gamepad Left/Right Trigger to Button 7 and Button 8 instead of Left/Right Shoulder. - -1.1.22.3: - - Changes: - - Changed editor code to properly handle Unity 2018.3.0+ new prefab system workflow. - - Added Open Prefab button to Rewired Editor when editing a prefab instance. - - Control Mapper: Added Input Row Padding inspector option. - - Control Mapper: Added Input Row Field Spacing inspector option. - - Bug Fixes: - - Fixed incorrect D-Pad mappings in Thrustmaster FireStorm Dual Power mapping in Gamepad Template. - - Fixed issue causing buttons to sometimes trigger a "false, true, false" sequence on OSX when using Sony DualShock 4 controller connected via USB, Native input, Fixed Update enabled in Rewired Input Manager update loop settings, and Enhanced Device Support enabled. - -1.1.22.2: - - Bug Fixes: - - Fixed issue causing compiler errors in OSX and Linux editors when building to Windows build target. This same issue also affected Unity Cloud Build. - - Changed meta files on Rewired_DirectInput.dll to get around a bug in Unity 5.x where Windows libraries were attempting to be included in OSX and Linux Standalone build targets causing an exception. - -1.1.22.1: - - Bug Fixes: - - Changed importer settings on Rewired platform-specific Standalone libraries to only be included on the correct platform in Unity 2017 and Unity 2018 versions. - -1.1.22.0: - - Changes: - - Added support for IL2CPP scripting backend on Windows Standalone and OSX Standalone platforms. - - Changed editor detection of Rewired installation folder for compatibility with moving Rewired into a Package Manager package. Note: Using Rewired as a Package Manager package is not recommended and support for issues encountered when doing so will not be provided. - - Modified Rewired Standalone Input Module and Touch Controls to remove checks for UnityEngine.Input.touchSupported in order to allow Unity Remote touch input to work properly when run on an editor platform that does not support touch input. - - Updated SimpleControlRemapping example. - - Updated SimpleCombinedKeyboardMouseRemapping example. - - Bug Fixes: - - Added D-Pad mappings to Racing Wheel Template for Logitech G29. - - Editor: Fixed null reference exception thrown when linking Rewired Input Manager to Rewired Standalone Input Module inspector for the first time. - - Editor: Fixed null reference exception thrown when linking Rewired Input Manager to Player Controller inspector for the first time. - -1.1.21.3: - - Changes: - - Windows Standalone, Raw Input / Direct Input + Native Keyboard Handling: Modified to detect Backquote and Quote keys on UK keyboard layout. - -1.1.21.2: - - Bug Fixes: - - DS4 battery level can no longer report negative values if invalid data is returned by hardware. - -1.1.21.1: - - Changes: - - Updated Bolt integration for Bolt 1.4.0f11. - - Bug Fixes: - - Fixed exception thrown on PS4 and Xbox One platforms when calling ReInput.mapping.GetJoystickMapInstance(guid, ...) method. - -1.1.21.0: - - Changes: - - Added Simple Combined Keyboard Mouse Remapping example. - - API Changes: - - Added InputMapper.mappingContext property. - - Added InputMapper.Options.allowButtonsOnFullAxisAssignment property. - - Bug Fixes: - - Fixed bug causing mouse buttons to studder intermittently on and off when polled in FixedUpdate on platforms or configurations that use UnityEngine.Input as the source of mouse input. - -1.1.20.0: - - Changes: - - Windows Standalone, XInput: Vibration output moved to the input thread to reduce performance spike when setting vibration values on some XInput devices. - - Xbox One: Added logging to report when the required Gamepad.dll has not been installed for newer versions of Unity that no longer crash when an exception is thrown on an extern function call. - - Xbox One: Not installing the required Gamepad.dll will no longer cause GC every frame as exceptions are thrown and swallowed. - - PS4: Changed controller monitoring system to eliminate memory allocations. - - Changed virtual button system used for Player.GetButtonTimedPress, Player.GetButtonDoublePress, Player.GetButtonRepeating, etc., to require a button down state to initiate the special button press type. This prevents special button state tracking from initiating after a button press that enabled the Controller Map containing the bindings to the Action being queried for the special button state. - - Added Universal Fighting Engine 2 integration. - - Control Mapper: Added theming for more calibration window elements. - - All controller vibration is now stopped when application loses focus and Run In Backround is disabled in Unity Player settings. - - New Controller Definitions: - - Thrustmaster FireStorm Dual Power - - Modified Controller Definitions: - - Thrustmaster Dual Analog 3: Changed dead zone. - - 3Dconnexion Space Mouse, OSX Native: Fixed incorrect axis mappings. - - Nintendo Switch Handheld: Changed all element names to match terminology guidelines. - - Nintendo Switch Joy-Con (L): Changed all element names to match terminology guidelines. - - Nintendo Switch Joy-Con (R): Changed all element names to match terminology guidelines. - - Nintendo Switch Joy-Con (Dual): Changed all element names to match terminology guidelines. - - Nintendo Switch Pro Controller: Changed all element names to match terminology guidelines. - - 8Bitdo NES 30 Pro: Added support for AP 40 controller. - - New PlayMaker Actions: - - RewiredJoystickSetVibration - - RewiredJoystickStopVibration - - New Behavior Designer Actions: - - RewiredJoystickSetVibration - - RewiredJoystickStopVibration - - Bug Fixes: - - Fixed missing Tooltip attribute compiler error in Unity 4.3.x - 4.5.x. - - Control Mapper: Theme custom Invert Toggle sprite now works correctly. - - Fixed Player.GetButtonTimedPressUp not working when expireIn set and Activate Action Buttons on Negative Value enabled in Rewired Input Manager Settings. - - Unity Windows Editor, Raw Input / Direct Input + Native Mouse Handling: Tearing the Game panel off while Rewired is running no longer causes the mouse to stop to working in Game window. - - Build, Windows Standalone, Raw Input / Direct Input + Native Mouse Handling: Mouse clicks in the title bar of the application in windowed mode no longer return mouse button events in Unity 2017+. - - Fixed 40 byte memory allocation per frame in Unity 2018+. - - Xbox One, Mono Scripting Backend: Added workarounds for a bug in Unity's Xbox One Mono implementation causing it to throw a System Execution Engine exception (Attempting to JIT compile method) on legal code used in internal SerializedObject class used in XML and JSON handling added in 1.1.18.0. - -1.1.19.9: - - Changes: - - Mouse delta values in Fixed Update are now processed to be consistent with Update on platforms and input sources that use UnityEngine.Input as the underlying input source. Fixed Update must be enabled under Rewired Input Manager -> Settings -> Update Loops. - - -1.1.19.8: - - Bug Fixes: - - Windows Standalone, Raw Input/Direct Input + Native Mouse Handling: Fixed bug introduced in 1.1.19.1 causing mouse input values to be cleared in Update after Fixed Update runs if Fixed Update is enabled in Rewired Input Manager settings. - -1.1.19.7: - - Changes: - - Universal Fighting Engine integration now blocks input from the Start action while Control Mapper is open. - - Windows Standalone, XInput: Removed use of Windows LoadLibraryW function due to Sophos HitmanPro.Alert false positive malware detection due to the use of the LoadLibraryW function. - - Bug Fixes: - - Fixed exception thrown by OnGUIHelper sometimes in edit mode. - - Windows Standalone, Raw Input/Direct Input + Native Mouse Handling: Horizontal scroll wheel no longer contributes vertical scroll wheel values. - -1.1.19.6: - - Bug Fixes: - - Reverted change to Windows Standalone Native Mouse Handling made in 1.1.19.2 to fix issue causing UnityEngine.Input mouse input to stop working when the built application is launched and the application loses focus during with the Unity splash screen logo and Rewired initializes when the application is out of focus. This change caused UnityEngine.Input mouse input to stop working in Exclusive Fullscreen mode. Implemented a new workaround for the launch out of focus issue. - -1.1.19.5: - - Bug Fixes: - - Joysticks assigned to the System Player are now removed when disconnected. - -1.1.19.4: - - Bug Fixes: - - Platforms.PS4.PS4GamepadExtension.IsTouching and Platforms.PS4.PS4GamepadExtension.IsTouchingByTouchId now work correctly on the PS4 platform. - -1.1.19.3: - - Bug Fixes: - - Moved sevaral Rotorz Reorderable List classes in Rewired_Editor.dll into encapsulated namespace to avoid clashes with existing installations of Rotorz Reorderable List in project. - -1.1.19.2: - - Changes: - - Replaced Cinemachine integration with new version. - - Bug Fixes: - - Windows Standalone, Raw Input, Native Mouse Handling: Fixed bug causing UnityEngine.Input mouse input to stop working when the built application is launched and the application loses focus during with the Unity splash screen logo and Rewired initializes when the application is out of focus. - - 3dconnexion Space Mouse buttons now work when mapped from the Six DoF Controller template. - -1.1.19.1: - - Bug Fixes: - - Editor DLL: Updated Rotorz Reorderable List due to breaking changes made in Unity 2018.2 API. - - Windows Standalone, Raw Input + Native Keyboard Handling: Keyboard no longer returns key values the frame after being enabled if any keys were pressed when the Keyboard was disabled. - - Windows Standalone, Raw Input + Native Mouse Handling: Mouse no longer returns button values the frame after being enabled if any buttons were pressed when the Mouse was disabled. - -1.1.19.0: - - Changes: - - Input Behaviors can now be exported to constants. - - Added Player Controllers. - - Rewired Standalone Input Module: - - Modified Repeat Delay behavior to work better with joystick input. - - Added support for interacting with the UI using one or more Player Mouse. - - Added PlayerPointerEventData events to send UI pointer events with Player information. - - Added custom inspector. - - Added Player Mouse Sprite example. - - Added Player Mouse Unity UI example. - - Added DualShock 4 Special Features example. - - Added Cinemachine integration. - - Removed Ultimate Survival integration. - - Unity UI integration is now part of the base package for Unity 5+. The auto installer has been removed. - - Reverted to previous behavior where mouse input is always ignored when the Unity editor window is out of focus regardless of "Ignore Input when App out of Focus" setting. - - UserDataStore_PlayerPrefs now saves and loads separate Controller Map data for multiple identical controllers assigned to the same Player. - - API Changes: - - Added ReInput.MappingHelper.GetControllerTemplateMapInstance method. - - Added ControllerTemplateActionElementMap.id property. - - Added ReInput.InitializedEvent event. - - Added PlayerController class. - - Added PlayerController.Element class. - - Added PlayerController.Axis class. - - Added PlayerController.Button class. - - Added PlayerController.MouseWheel class. - - Added PlayerController.Element.Definition class. - - Added PlayerController.Axis.Definition class. - - Added PlayerController.Button.Definition class. - - Added PlayerController.MouseWheel.Definition class. - - Added PlayerMouse class. - - Added Components.PlayerController class. - - Added Components.PlayerMouse class. - - Added UI.IMouseInputSource interface. - - Added UI.ITouchInputSource interface. - - Added Integration.UnityUI.RewiredPointerInputModule class. - - Added Integration.UnityUI.PlayerPointerEventData class. - - Added Integration.UnityUI.PointerEventType enum. - - Added many new properties and methods to Integration.UnityUI.RewiredStandaloneInputModule. - - Added ComponentControls.TouchPad.touchPosition property. - - Added ComponentControls.TouchPad.touchStartPosition property. - - Added ControllerExtensions.IDualShock4Extension interface. - - Added ControllerExtensions.IDualShock4Extension interface to ControllerExtensions.DualShock4Extension. - - Added ControllerExtensions.IDualShock4Extension interface to Platforms.PS4.PS4GamepadExtension. - - Added ControllerExtensions.DualShock4Extension.touchCount property. - - Bug Fixes: - - Setting Mouse.enabled = true every frame no longer causes mouse input to stop working. - - Rewired Standalone Input Module: Fixed Repeat Delay bug in Unity StandaloneInputModule source causing Repeat Delay to be ignored after pressing two orthogonal direction keys quickly in succession. - - Input Behavior id is now displayed in the Rewired Editor. - - Fixed transposed On Press Down and On Press Up events in Touch Pad touch control. - - Inserting a new Action in a non-Default Action Category is no longer set to the Default Action Category. - -1.1.18.0: - - Changes: - - Added Input Manager mappings for Unity joysticks 12-16 in Unity 2018+. - - Improved XML handling. - - Added option to export data to JSON. - - Added internal checks and error logging when attempting to use invalidated Rewired objects created by a Rewired Input Manager that has been destroyed or reset. - - Modified Control Mapper assignment swapping system to prevent user from creating non-visible mappings under certain scenarios when a swap of a certain combination of full-axis and split-axis fields would create an additional mapping that wouldn't fit in the visual display based on the number of columns chosen for the current Controller type. The "Swap" button is no longer displayed if the swap operation would create a non-visible mapping. - - Rewired Standalone Input Module: Added "Allow Touch Input" inspector option. - - Added support for Flight Stick, Steering Wheel, Guitar, and Drum controller types on PS4 platform. - - Added Six DoF Controller Template option to PlayMaker integration. - - Added Six DoF Controller Template option to Behavior Designer integration. - - Added ControllerTemplateMap system for saving and loading maps for Controller Templates as opposed to maps for specific controllers. - - Modified many PlayMaker Actions removing required data storage fields when unnecessary. - - Re-created Bolt integration due to breaking changes made in Bolt 1.4.0. - - API Changes: - - Added ControllerMap.ToJsonString method. - - Added ControllerMap.ToControllerTemplateMap method. - - Added CalibrationMap.ToJsonString method. - - Added CalibrationMap.ImportJsonString method. - - Added CalibrationMap.ImportXmlString method. - - Added InputBehavior.ToJsonString method. - - Added InputBehavior.ImportJsonString method. - - Added ControllerWithAxes.ImportCalibrationMapFromJsonString method. - - Added Player.ControllerHelper.MapHelper.AddMapFromJson methods. - - Added PS4ControllerExtension class. - - Added ControllerMap.controller property. - - Added ControllerTemplateMap class. - - Added ControllerTemplateActionElementMap class. - - Added ControllerTemplateActionAxisMap class. - - Added ControllerTemplateActionButtonMap class. - - New Controller Definitions: - - 3Dconnexion SpaceMouse - includes support for SpaceMouse Compact and SpaceMouse Wireless. - - Sony PS4 Flight Stick - - Sony PS4 Steering Wheel - - Sony PS4 Guitar - - Sony PS4 Drums - - Modified Controller Definitions: - - 3Dconnexion SpaceNavigator: Changed display name to "3Dconnexion SpaceNavigator". - - 3Dconnexion SpaceExplorer: Changed display name to "3Dconnexion SpaceExplorer". - - Bug Fixes: - - Control Mapper: Fixed issue where swapping assignments on a conflict could drop the assignment instead of swapping it in certain scenarios. - - Control Mapper navigation now works properly in all Canvas space modes. - - Unity Editor, native input: Fixed crash when a critical exception was thrown during initialization and then subsequently re-importing scripts or DLLs in the project. - - Fixed exceptions thrown when recompiling during Play mode introduced in recent update. - - WebGL builds no longer log erroneous error message saying native input could not be initialized. - - Enabling and disabling the Rewired Input Manager with OnGUI enabled in Settings no longer causes multiple OnGUIHelper components to be added to the Rewired Input Manager. - -1.1.17.0: - - Changes - - Windows Standalone + Direct Input, Linux Standalone + Native: Added support for 3Dconnexion Space Navigator for Notebooks and 3Dconnexion Space Explorer. - - Added 6 DoF Controller Template. - - New Controller Defintions: - - 3Dconnexion Space Explorer - - 3Dconnexion SpaceMouse Module - - 3Dconnexion SpacePilot Pro - - API Changes: - - Added ISixDofControllerTemplate interface. - - Added SixDofControllerTemplate class. - - Added ControllerTemplateElementType.Stick6D value. - - Modified Controller Definitions: - - 3Dconnexion Space Navigator: Added matching information for 3Dconnexion Space Navigator for Notebooks. - -1.1.16.1: - - New Controller Defintions: - - 3Dconnexion KMJ Emulator - - Bug Fixes: - - Windows Standalone, Direct Input: Fixed major bug introduced in 1.1.16.0 that caused most joysticks to stop working when using Direct Input as the primary input source. - - Saitek X52: Removed duplicate "Trigger (Stage 2)" element identifier. - - Saitek X52 Pro: Removed duplicate "Trigger (Stage 2)" element identifier. - - MadCatz CYBORG V1: Removed duplicate "Button 2" element identifier. - - VKB Sim Gladiator MKII: Renamed misnamed duplicate "MODE2 SHIFT POV Hat Up Left" to "SHIFT POV Hat Up Left". - - Logitech Driving Force GT: Removed duplicate "Brake" element identifier, removed duplicate "Return" element identifier. - -1.1.16.0: - - Changes: - - Added "Run in Edit Mode" option to allow Rewired to run outside of Play mode in the Unity editor. - - Added "Allow Input in Editor Scene Views" option to Rewired Input Manager settings. - - Added workaround to System.Diagnostics.Stopwatch bug on Xbox One platform. - - Added Absolute to Relative Axis Sensitivty option to Input Behavior. - - Keyboard and mouse input now works when the Unity editor window is not in focus and "Ignore Input When Application Not In Focus" is disabled. - - Added support for 3Dconnexion Space Navigator on Windows Raw Input, Windows Direct Input, OSX Native, and Linux Native. - - API Changes: - - Added InputManager_Base.runInEditMode property. - - Added InputManager_Base.isRunningInEditMode property. - - New Controller Definitions: - - 3Dconnexion Space Navigator - - Bug Fixes: - - Unity 2018.1+, Windows Standalone, Exclusive Full Screen window mode, Raw Input / Direct Input + Native Mouse Handling - Chaging certain QualitySetings properties at runtime no longer causes mouse to stop working. - - Control Mapper, Unity 5.2+: Input field vertical scroll bar now auto-hides properly. - - Unity 2018.2.0x-ImprovedPrefabs: Fixed exception thrown by the Rewired Input Manager inspector. - - Joystick Auto-Assignment now works properly when "Assign Joysticks to Playing Players Only" is disabled with "Assign Joysticks by PS4 Joy Id" enabled and a Joystick should be assigned to a non-playing Player. - -1.1.15.0: - - Changes: - - More properties on ActionElementMap can be modified directly. - - Added "Activate Action Buttons on Negative Value" option the Rewired Editor. - - API Changes: - - Added ActionElementMap.elementIdentifierId public setter. - - Added ActionElementMap.actionId public setter. - - Added ActionElementMap.axisRange public setter. - - Added ActionElementMap.axisContribution public setter. - - Added ActionElementMap.keyboardKeyCode public setter. - - Added ActionElementMap.keyCode public setter. - - Added ActionElementMap.modifierKey1 public setter. - - Added ActionElementMap.modifierKey2 public setter. - - Added ActionElementMap.modifierKey3 public setter. - - Added ReInput.ConfigHelper.activateActionButtonsOnNegativeValue property. - - Added TiltControl.SetRestOrientation method. - - New PlayMaker Actions: - - RewiredGetControllerCount - - RewiredConfigGetUseXInput - - RewiredConfigSetUseXInput - - RewiredConfigGetUpdateLoop - - RewiredConfigSetUpdateLoop - - RewiredConfigGetWindowsStandalonePrimaryInputSource - - RewiredConfigSetWindowsStandalonePrimaryInputSource - - RewiredConfigGetOSXStandalonePrimaryInputSource - - RewiredConfigSetOSXStandalonePrimaryInputSource - - RewiredConfigGetLinuxStandalonePrimaryInputSource - - RewiredConfigSetLinuxStandalonePrimaryInputSource - - RewiredConfigGetWindowsUWPPrimaryInputSource - - RewiredConfigSetWindowsUWPPrimaryInputSource - - RewiredConfigGetWindowsUWPSupportHIDDevices - - RewiredConfigSetWindowsUWPSupportHIDDevices - - RewiredConfigGetXboxOnePrimaryInputSource - - RewiredConfigSetXboxOnePrimaryInputSource - - RewiredConfigGetPS4PrimaryInputSource - - RewiredConfigSetPS4PrimaryInputSource - - RewiredConfigGetWebGLPrimaryInputSource - - RewiredConfigSetWebGLPrimaryInputSource - - RewiredConfigGetAlwaysUseUnityInput - - RewiredConfigSetAlwaysUseUnityInput - - RewiredConfigGetDisableNativeInput - - RewiredConfigSetDisableNativeInput - - RewiredConfigGetNativeMouseSupport - - RewiredConfigSetNativeMouseSupport - - RewiredConfigGetNativeKeyboardSupport - - RewiredConfigSetNativeKeyboardSupport - - RewiredConfigGetEnhancedDeviceSupport - - RewiredConfigSetEnhancedDeviceSupport - - RewiredConfigGetJoystickRefreshRate - - RewiredConfigSetJoystickRefreshRate - - RewiredConfigGetIgnoreInputWhenAppNotInFocus - - RewiredConfigSetIgnoreInputWhenAppNotInFocus - - RewiredConfigGetAndroidSupportUnknownGamepads - - RewiredConfigSetAndroidSupportUnknownGamepads - - RewiredConfigGetDefaultJoystickAxis2DDeadZoneType - - RewiredConfigSetDefaultJoystickAxis2DDeadZoneType - - RewiredConfigGetForce4WayHats - - RewiredConfigSetForce4WayHats - - RewiredConfigGetActivateActionButtonsOnNegativeValue - - RewiredConfigSetActivateActionButtonsOnNegativeValue - - RewiredConfigGetThrottleCalibrationMode - - RewiredConfigSetThrottleCalibrationMode - - RewiredConfigGetDeferControllerConnectedEventsOnStart - - RewiredConfigSetDeferControllerConnectedEventsOnStart - - RewiredConfigGetAutoAssignJoysticks - - RewiredConfigSetAutoAssignJoysticks - - RewiredConfigGetMaxJoysticksPerPlayer - - RewiredConfigSetMaxJoysticksPerPlayer - - RewiredConfigGetDistributeJoysticksEvenly - - RewiredConfigSetDistributeJoysticksEvenly - - RewiredConfigGetAssignJoysticksToPlayingPlayersOnly - - RewiredConfigSetAssignJoysticksToPlayingPlayersOnly - - RewiredConfigGetReassignJoystickToPreviousOwnerOnReconnect - - RewiredConfigSetReassignJoystickToPreviousOwnerOnReconnect - - RewiredConfigGetLogLevel - - RewiredConfigSetLogLevel - - RewiredActionElementMapSetActionId - - RewiredActionElementMapSetElementIdentifierId - - RewiredActionElementMapSetAxisRange - - RewiredActionElementMapSetAxisContribution - - RewiredActionElementMapSetKeyboardKeyCode - - RewiredActionElementMapSetModifierKey1 - - RewiredActionElementMapSetModifierKey2 - - RewiredActionElementMapSetModifierKey3 - - RewiredActionElementMapSetKeyCode - - RewiredActionElementMapGetActionDescriptiveName - - RewiredControllerImpelementsTemplate - - New Behavior Designer Tasks: - - RewiredGetControllerCount - - RewiredConfigGetUseXInput - - RewiredConfigSetUseXInput - - RewiredConfigGetUpdateLoop - - RewiredConfigSetUpdateLoop - - RewiredConfigGetWindowsStandalonePrimaryInputSource - - RewiredConfigSetWindowsStandalonePrimaryInputSource - - RewiredConfigGetOSXStandalonePrimaryInputSource - - RewiredConfigSetOSXStandalonePrimaryInputSource - - RewiredConfigGetLinuxStandalonePrimaryInputSource - - RewiredConfigSetLinuxStandalonePrimaryInputSource - - RewiredConfigGetWindowsUWPPrimaryInputSource - - RewiredConfigSetWindowsUWPPrimaryInputSource - - RewiredConfigGetWindowsUWPSupportHIDDevices - - RewiredConfigSetWindowsUWPSupportHIDDevices - - RewiredConfigGetXboxOnePrimaryInputSource - - RewiredConfigSetXboxOnePrimaryInputSource - - RewiredConfigGetPS4PrimaryInputSource - - RewiredConfigSetPS4PrimaryInputSource - - RewiredConfigGetWebGLPrimaryInputSource - - RewiredConfigSetWebGLPrimaryInputSource - - RewiredConfigGetAlwaysUseUnityInput - - RewiredConfigSetAlwaysUseUnityInput - - RewiredConfigGetDisableNativeInput - - RewiredConfigSetDisableNativeInput - - RewiredConfigGetNativeMouseSupport - - RewiredConfigSetNativeMouseSupport - - RewiredConfigGetNativeKeyboardSupport - - RewiredConfigSetNativeKeyboardSupport - - RewiredConfigGetEnhancedDeviceSupport - - RewiredConfigSetEnhancedDeviceSupport - - RewiredConfigGetJoystickRefreshRate - - RewiredConfigSetJoystickRefreshRate - - RewiredConfigGetIgnoreInputWhenAppNotInFocus - - RewiredConfigSetIgnoreInputWhenAppNotInFocus - - RewiredConfigGetAndroidSupportUnknownGamepads - - RewiredConfigSetAndroidSupportUnknownGamepads - - RewiredConfigGetDefaultJoystickAxis2DDeadZoneType - - RewiredConfigSetDefaultJoystickAxis2DDeadZoneType - - RewiredConfigGetForce4WayHats - - RewiredConfigSetForce4WayHats - - RewiredConfigGetActivateActionButtonsOnNegativeValue - - RewiredConfigSetActivateActionButtonsOnNegativeValue - - RewiredConfigGetThrottleCalibrationMode - - RewiredConfigSetThrottleCalibrationMode - - RewiredConfigGetDeferControllerConnectedEventsOnStart - - RewiredConfigSetDeferControllerConnectedEventsOnStart - - RewiredConfigGetAutoAssignJoysticks - - RewiredConfigSetAutoAssignJoysticks - - RewiredConfigGetMaxJoysticksPerPlayer - - RewiredConfigSetMaxJoysticksPerPlayer - - RewiredConfigGetDistributeJoysticksEvenly - - RewiredConfigSetDistributeJoysticksEvenly - - RewiredConfigGetAssignJoysticksToPlayingPlayersOnly - - RewiredConfigSetAssignJoysticksToPlayingPlayersOnly - - RewiredConfigGetReassignJoystickToPreviousOwnerOnReconnect - - RewiredConfigSetReassignJoystickToPreviousOwnerOnReconnect - - RewiredConfigGetLogLevel - - RewiredConfigSetLogLevel - - RewiredActionElementMapSetActionId - - RewiredActionElementMapSetElementIdentifierId - - RewiredActionElementMapSetAxisRange - - RewiredActionElementMapSetAxisContribution - - RewiredActionElementMapSetKeyboardKeyCode - - RewiredActionElementMapSetModifierKey1 - - RewiredActionElementMapSetModifierKey2 - - RewiredActionElementMapSetModifierKey3 - - RewiredActionElementMapSetKeyCode - - RewiredActionElementMapGetActionDescriptiveName - - RewiredControllerImpelementsTemplate - - Bug Fixes: - - Fixed exception thrown when a Touch/Tilt control is created while no GameObject is selected and no TouchController or CustomController component exists in the scene. - - Fixed extremely rare ObjectDisposedException thrown in a build when application exits on Windows Standalone + Raw Input / Direct Input. - - UnityInputOverride now returns true when an Action's value is negative to be consistent with how UnityEngine.Input.GetButton functions work. - -1.1.14.4: - - Changes: - - Control Mapper: Added option to allow assignment swapping on conflicts. - - Modified Rewired_Editor.dll for new method deprecations in Unity 2018.2. - - Controller Definitions: - - Unknown, Nintendo Switch: Added mapping in case a controller is not recognized as a valid type. (This should never happen.) - - Fantec Porsche 911 Turbo S: Changed display name to "Fantec Porsche 911 Wheel", all buttons renamed to "Button 1", "Button 2", etc. due to the fact that this definition applies to multiple Fantec Porsche wheels with different button mappings due to poor identifying information supplied by the devices. Added mappings for shifter. - - Bug Fixes: - - Fixed compilation error in RewiredStandaloneInputModule.cs in Unity 4.x. - - Fixed use of deprecated PS4 methods in Unity 2018 branch. - -1.1.14.3: - - Changes: - - Updated SDL2 Windows library to version 2.0.8. - - Bug Fixes: - - Create Rewired Input Manager (Prefab) no longer throws an exception in Unity 2017+. - -1.1.14.2: - - Changes: - - Rewired Editor: Appended the word "Template" to Controller Templates in the joystick list for clarity. - - Some included dev tools now use Unity UI to display information on-screen. - - Added system to allow for Android version-dependent controller mappings. - - Controller Definitions: - - Sony DualShock 4, Android: Added additional product name matching variations for wired mode connections in some versions of Android. - - Sony DualShock 4, Android: Added variant for Android Oreo+. - -1.1.14.1: - - Bug Fixes: - - Fixed issue in Gamepad Template causing L/R triggers to map incorrectly when bound to individual poles of an Axis-type Action on some gamepads introduced in 1.1.13.0. - - Fixed issue ActionElementMap.elementIdentifierName on Keyboard Maps returning null introduced in 1.1.13.0. - -1.1.14.0: - - API Changes: - - Added ReInput.ControllerHelper.controllerCount. - - Changed ReInput.ControllerHelper.Controllers return type to IList from IEnumerable. - - Deprecated ReInput.MappingHelper.GetFirstJoystickTemplateElementIdentifier method. - - Controller Definitions: - - Microsoft Xbox 360 Controller, Linux Native: Added mapping for wireless controller on Arch Linux. - -1.1.13.0: - - Changes: - - Added Unity 2018 branch. - - Added Initializer system for spawning the Rewired Input Manager in scenes as necessary. - - Added option to create Rewired Input Manager prefab asset file directly. - - Added data compact, import, export tools in Rewired Input Manager. - - Added script-accessible runtime Controller Template system. - - Added Gamepad Template UI example (Unity 5+). - - Rewired Editor: Constant exporter now remembers last save location and file name. - - Updated Bolt integration for compatibility with Bolt 1.3. Bolt 1.3 is now the minimum supported version. - - Controller Templates: - - Modified all Templates for new runtime Controller Template system. - - HOTAS Template: Changed "Throttle Zero Detent" element identifier names to "Throttle Min Detent". - - Flight Yoke Template: Changed "Lever Zero Detent" element identifier names to "Lever Min Detent". - - Dual Analog Gamepad Template: Changed name to "Gamepad", changed Left Shoulder 2 and Right Shoulder 2 to Axis type elements. - - Controller Definitions: - - Sony DualShock 4: Added support for wireless mode on Android. - - API Changes: - - Added Initializer class. - - Added Controller.GetElementById method. - - Added Controller.Element.id property. - - Added Controller.Element.elementIdentifier property. - - Added Controller.CompoundElement.id property. - - Added Controller.CompoundElement.elementIdentifier property. - - Added ControllerElementIdentifier.GetDisplayName method. - - Added ControllerTemplate class. - - Added ControllerTemplateElementIdentifier class. - - Added ControllerTemplateElementType enum. - - Added IControllerElementTarget interface. - - Added IControllerTemplate interface. - - Added IControllerTemplateAxisSource interface. - - Added IControllerTemplateButtonSource interface. - - Added IControllerTemplateElement interface. - - Added IControllerTemplateButton interface. - - Added IControllerTemplateAxis interface. - - Added IControllerTemplateAnalogTrigger interface. - - Added IControllerTemplateStick interface. - - Added IControllerTemplateThumbStick interface. - - Added IControllerTemplateDPad interface. - - Added IControllerTemplateThrottle interface. - - Added IControllerTemplateHat interface. - - Added IControllerTemplateYoke interface. - - Added IGamepadTemplate interface. - - Added IFlightPedalsTemplate interface. - - Added IFlightYokeTemplate interface. - - Added IHOTASTemplate interface. - - Added IRacingWheelTemplate interface. - - Added GamepadTemplate class. - - Added FlightPedalsTemplate class. - - Added FlightYokeTemplate class. - - Added HOTASTemplate class. - - Added RacingWheelTemplate class. - - Added ReInput.ControllerHelper.GetControllerTemplates method. - - Added Player.ControllerHelper.GetControllerTemplates method. - - Added Player.ControllerHelper.GetFirstControllerWithTemplate method. - - Added Player.ControllerHelper.MapHelper.GetFirstElementMapWithElementTarget method. - - Added Player.ControllerHelper.MapHelper.ElementMapsWithElementTarget method. - - Added Player.ControllerHelper.MapHelper.GetElementMapsWithElementTarget method. - - Player.ControllerHelper.MapHelper.GetAllMaps(..., List results) method overloads. - - Player.ControllerHelper.MapHelper.GetAllMapsInCategory(..., List results) method overloads. - - Player.ControllerHelper.MapHelper.GetMapsInCategory(..., List results) method overloads. - - Player.ControllerHelper.MapHelper.GetButtonMapsWithAction(..., List results) method overloads. - - Player.ControllerHelper.MapHelper.GetAxisMapsWithAction(..., List results) method overloads. - - Player.ControllerHelper.MapHelper.GetElementMapsWithAction(..., List results) method overloads. - - ControllerMap.GetElementMaps(..., List results) method overloads. - - ControllerMap.GetElementMapsWithAction(..., List results) method overloads. - - ControllerMap.GetButtonMaps(..., List results) method overloads. - - ControllerMap.GetButtonMapsWithAction(..., List results) method overloads. - - ControllerMapWithAxes.GetAxisMaps(..., List results) method overloads. - - ControllerMapWithAxes.GetAxisMapsWithAction(..., List results) method overloads. - - Added ControllerMap.GetFirstElementMapWithAction(string actionName, bool skipDisabledMaps) method overload. - - Added ControllerMap.GetFirstElementMapWithElementTarget method. - - Added ControllerMap.ElementMapsWithElementTarget method. - - Added ControllerMap.GetElementMapsWithElementTarget method. - - Added ActionElementMap.actionDescriptiveName method. - - Added ActionElementMap.IsTarget method. - - Added ReInput.MappingHelper.GetJoystickMapInstance(Guid joystickTypeGuid, ...) method overloads. - - Bug Fixes: - - Constant exporter now allows periods in namespace names (for nested namespaces). - - When deleting a Controller Map Category or a Layout, Player default Controller Map assignments that use the deleted Category / Layout are removed. - - Controller.Elements no longer always returns null. - -1.1.12.2: - - Controller Definitions: - - Added Thrustmaster Ferrari 458 (Xbox 360 model) definition. - - Added XInput Wheel definition. - - Bug Fixes: - - Fixed joystick axis calibration bug introduced in 1.1.11.0 that made certain joystick axes such as gamepad triggers not calibrate correctly. - -1.1.12.1: - - Controller Definitions: - - 8Bitdo SN30 Pro: Added support for more connection modes on more platforms. - -1.1.12.0: - - Changes: - - Added internal logging level settings. - - API Changes: - - Added ReInput.ConfigHelper.logLevel property. - - Added Rewired.Config.LogLevelFlags enum. - -1.1.11.0: - - Changes: - - Added Throttle Calibration Mode option to switch default throttle calibration between 0-1 output range and -1 to +1 output range. - - Windows Raw Input, OSX Native, Enhanced Device Support: Sony DualShock4 headphone volume is now set to a default value instead of muted on initialization. - - Added -1 to +1 throttle calibration for the following controllers: - CH Combat Stick USB - CH Fighter Stick USB - CH Flight Stick Pro - CH Eclipse Yoke - CH Throttle Quadrant - Logitech Extreme 3D Pro - Logitech WingMan Attack 2 - Microsoft SideWinder 3D Pro - Microsoft SideWinder Force Feedback Pro - Microsoft SideWinder Joystick - Microsoft SideWinder Precision 2 - Microsoft SideWinder Precision Pro - Saitek Cyborg Evo - Saitek JI3 Cyborg 3D Gold - Saitek Pro Flight Cessna Trim Wheel - Saitek Pro Flight Quadrant - Saitek Pro Flight Yoke - Saitek ST290 Pro - Saitek X45 - Saitek X52 - Saitek X52 Pro - Saitek X-55 Rhino Throttle - Saitek X-56 Rhino Throttle - Thrustmaster HOTAS Warthog Throttle - Thrustmaster T.Flight Hotas 4 - Thrustmaster T.Flight Hotas X - Thrustmaster T.Flight Stick X - Thrustmaster TWCS Throttle - Thrustmaster USB Joystick - VKB-Sim Gladiator MKII - - Added support for 8Bitdo N30 Pro and F30 Pro firmware update with product name change. - - API Changes: - - Added Rewired.Config.ThrottleCalibrationMode enum. - - Added ReInput.ConfigHelper.throttleCalibrationMode property. - - Removed AxisCalibration() constructor. - - Bug Fixes: - - All flight throttles re-calibrated for consistency across devices. - - Saitek X-56 Rhino Throttle: Set default calibrated of throttles to return 0 to 1 range instead of -1 to 1 range. - - CH Combat Stick USB: Set default calibrated of throttle to return 0 to 1 range instead of -1 to 1 range. - - CH Fighter Stick USB: Set default calibrated of throttle to return 0 to 1 range instead of -1 to 1 range. - - CH Fighter Stick Pro: Set default calibrated of throttle to return 0 to 1 range instead of -1 to 1 range. - - CH Pro Throttle: Set default calibrated of throttle to return 0 to 1 range instead of -1 to 1 range. - - Thrustmaster T-Flight HOTAS 4: Set default calibrated of throttle to return 0 to 1 range instead of -1 to 1 range. - - Thrustmaster T-Flight HOTAS X: Set default calibrated of throttle to return 0 to 1 range instead of -1 to 1 range. - - Thrustmaster T-Flight Stick X: Set default calibrated of throttle to return 0 to 1 range instead of -1 to 1 range. - - Thrustmaster TWCS Throttle: Set default calibrated of throttle to return 0 to 1 range instead of -1 to 1 range. - - VKB Sim Gladiator MK II: Set default calibrated of throttle to return 0 to 1 range instead of -1 to 1 range. - - Control Mapper: Some UI buttons no longer stays disabled when changing theme button transition to modes other than Color Tint. - -1.1.10.1: - - Changes: - - Control Mapper: Full axis mappings are now displayed in input fields for button-type Actions. - - Now logs a warning in the editor when the wrong version of Rewired is installed for the Unity editor version being used. - -1.1.10.0: - - API Changes: - - Added InputMapper.Options.isElementAllowedCallback property. - - Added InputMapper.ConflictResponse.Ignore enumeration value. - - Bug Fixes: - - Input Mapper: Fixed issue causing conflict found event responses to be ignored. - -1.1.9.0: - - Changes: - - Rewrote CustomControllersTouch example to use Unity UI instead of legacy GUI system in Unity 5+. - - Added Bolt integration. - - API Changes: - - Added Player.GetButtonDoublePressUp method. - - Added Player.GetNegativeButtonDoublePressUp method. - - Added Player.GetButtonSinglePressHold method. - - Added Player.GetButtonSinglePressDown method. - - Added Player.GetButtonSinglePressUp method. - - Added Player.GetNegativeButtonSinglePressHold method. - - Added Player.GetNegativeButtonSinglePressDown method. - - Added Player.GetNegativeButtonSinglePressUp method. - - Added InputActionEvent.ButtonDoublePressJustReleased enum value. - - Added InputActionEvent.NegativeButtonDoublePressJustReleased enum value. - - Added InputActionEvent.ButtonSinglePressed enum value. - - Added InputActionEvent.ButtonJustSinglePressed enum value. - - Added InputActionEvent.ButtonSinglePressJustReleased enum value. - - Added InputActionEvent.NegativeButtonSinglePressed enum value. - - Added InputActionEvent.NegativeButtonJustSinglePressed enum value. - - Added InputActionEvent.NegativeButtonSinglePressJustReleased enum value. - - Added InputActionEventData.GetButtonDoublePressUp method. - - Added InputActionEventData.GetNegativeButtonDoublePressUp method. - - Added InputActionEventData.GetButtonSinglePressHold method. - - Added InputActionEventData.GetButtonSinglePressDown method. - - Added InputActionEventData.GetButtonSinglePressUp method. - - Added InputActionEventData.GetNegativeButtonSinglePressHold method. - - Added InputActionEventData.GetNegativeButtonSinglePressDown method. - - Added InputActionEventData.GetNegativeButtonSinglePressUp method. - - Bug Fixes: - - Added workaround for intermittent null reference exception thrown due to inconsistent order of MonoBehaviour.OnApplicationFocused execution by Unity. - - Fixed issue in Player.AddInputEventDelegate causing double press events with speed argument passed in to fail. - - Fixed null reference exception thrown during runtime recompiling. - - New PlayMaker Actions: - - RewiredPlayerGetButtonDoublePressUp - - RewiredPlayerGetNegativeButtonDoublePressUp - - RewiredPlayerGetButtonSinglePressHold - - RewiredPlayerGetButtonSinglePressDown - - RewiredPlayerGetButtonSinglePressUp - - RewiredPlayerGetNegativeButtonSinglePressHold - - RewiredPlayerGetNegativeButtonSinglePressDown - - RewiredPlayerGetNegativeButtonSinglePressUp - - New Behavior Designer Actions: - - RewiredPlayerGetButtonDoublePressUp - - RewiredPlayerGetNegativeButtonDoublePressUp - - RewiredPlayerGetButtonSinglePressHold - - RewiredPlayerGetButtonSinglePressDown - - RewiredPlayerGetButtonSinglePressUp - - RewiredPlayerGetNegativeButtonSinglePressHold - - RewiredPlayerGetNegativeButtonSinglePressDown - - RewiredPlayerGetNegativeButtonSinglePressUp - -1.1.8.3: - - Changes: - - Removed .asmdef files due to issues with asset integration dependencies. - -1.1.8.2: - - Bug Fixes: - - Reverted changes to editor system in 1.1.8.0 which caused installation problems in Unity 5.x. - -1.1.8.1: - - Changes: - - Changes to editor code to prevent potential installation problems on some systems. - - Bug Fixes: - - Fixed incorrect assembly names in addon .asmdef files. - -1.1.8.0: - - Changes: - - Updated RewiredStandaloneInputModule to match changes to StandaloneInputModule made in Unity 2017.1 where UI input events are not sent when the application does not have focus. - - When updating Rewired in Fixed Update, Direct Input and XInput now refresh low-level input values every Fixed Update instead of only the first update per frame. - - Rewired Editor: Changed name of "User Assignable" checkbox in Actions and Action Categories to "Visible in Lists." - - Added .asmdef files to Rewired and all addons to compile loose scripts into libraries in preparation for the Unity 2017.3 asmdef system. - - Filtered out duplicate devices on OSX and Linux when Steam is creating emulated Steam Controllers from other gamepads when using Steam's PS4, Xbox, and Generic Gamepad Configuration Support. - - Windows, Direct Input w/ Use XInput disabled: Added support for Steam emulated controllers. - - Added Universal Fighting Engine integration pack. - - API Changes: - - Added ReInput.PreShutDownEvent event. - - Added ReInput.ShutDownEvent event. - - Added ReInput.ConfigHelper.updateLoop property. - - Modified Controller Definitions: - - Steam Controller: Added Direct Input definition. - - Bug Fixes: - - Windows UWP, Native w/ Use XInput: Fixed rare exception when disconnecting an XInput-compatible controller. - - Windows UWP, Native: Fixed issue added in 1.1.7.8 causing it to poll for new devices every frame. - - Fixed bug in ControllerMapWithAxes.ctor(ControllerMapWithAxes) constructor overload causing axis maps to not be copied. - - Removed redundant Right Trigger mapping in the Xbox 360 controller Dual Analog Template definition causing the right trigger to be mapped twice. - -1.1.7.9: - - Bug Fixes: - - OSX, Native: Fixed bug preventing Steam Controller from working the primary input source is set to Native. - - Sony DualShock 2 definition, Super Dual Box Pro variant: Fixed Select and Start mappings. - -1.1.7.8: - - Changes: - - Windows Raw Input, OSX Native, Windows UWP Native: Changes to support more HID devices with axes that have invalid HID report descriptors. - - Added workarounds in Windows, OSX, and Linux standalone platform libraries to get around a bug in the .NET 4.6 experimental backend that caused exceptions to be thrown in the Unity editor when Assembly.GetTypes is called on these libraries. - - Added workaround to get around a bug in the .NET 4.6 experimental backend preventing touch controls from working and other issues related to UnityEngine.Object null comparison. - - Modified Controller Definitions: - - Xbox One Controller, Windows UWP Native, HID: Added support for Xbox One Controller on newest driver. - - Xbox 360 Controller, Windows Raw Input / Direct Input: Adjusted trigger calibration. - - Logitech F310, Logitech F710, Windows Raw Input / Direct Input: Adjusted trigger calibration. - - Bug Fixes: - - Fixed bug introduced in 1.1.7.0 that caused Button Up events generated by physical axes to not work correctly when updating in Fixed Update was enabled. - - Windows UWP: Fixed bug causing HID devices to sometimes stop working after navigating away from application and resuming. - -1.1.7.7: - - Bug Fixes: - - Platform assemblies which have been disabled in the Unity inspector are no longer loaded when using the .NET 4.6 experimental backend. - -1.1.7.6: - - New PlayMaker Actions: - RewiredLastActiveControllerChangedEvent - RewiredCreateCustomController - RewiredDestroyCustomController - RewiredGetAnyButton - RewiredGetAnyButtonDown - RewiredGetAnyButtonUp - RewiredGetAnyButtonPrev - RewiredGetAnyButtonChanged - RewiredControllerGetLastTimeActive - RewiredControllerGetLastTimeAnyButtonPressed - RewiredControllerGetLastTimeAnyButtonChanged - RewiredControllerGetLastTimeAnyElementChanged - RewiredControllerGetAnyButton - RewiredControllerGetAnyButtonDown - RewiredControllerGetAnyButtonUp - RewiredControllerGetAnyButtonPrev - RewiredControllerGetAnyButtonChanged - RewiredControllerGetButton - RewiredControllerGetButtonDown - RewiredControllerGetButtonUp - RewiredControllerGetButtonPrev - RewiredControllerGetButtonChanged - RewiredControllerGetButtonById - RewiredControllerGetButtonDownById - RewiredControllerGetButtonUpById - RewiredControllerGetButtonPrevById - RewiredControllerGetButtonDoublePressHold - RewiredControllerGetButtonDoublePressDown - RewiredControllerGetButtonDoublePressHoldById - RewiredControllerGetButtonDoublePressDownById - RewiredControllerGetButtonTimePressed - RewiredControllerGetButtonTimeUnpressed - RewiredControllerGetButtonLastTimePressed - RewiredControllerGetButtonLastTimeUnpressed - RewiredControllerGetButtonTimePressedById - RewiredControllerGetButtonTimeUnpressedById - RewiredControllerGetButtonLastTimePressedById - RewiredControllerGetButtonLastTimeUnpressedById - RewiredControllerGetButtonIndexById - RewiredControllerGetLastTimeAnyAxisActive - RewiredControllerGetLastTimeAnyAxisChanged - RewiredControllerGetAxis - RewiredControllerGetAxisPrev - RewiredControllerGetAxisRaw - RewiredControllerGetAxisRawPrev - RewiredControllerGetAxisById - RewiredControllerGetAxisPrevById - RewiredControllerGetAxisRawById - RewiredControllerGetAxisRawPrevById - RewiredControllerGetAxis2D - RewiredControllerGetAxis2DPrev - RewiredControllerGetAxis2DRaw - RewiredControllerGetAxis2DRawPrev - RewiredControllerGetAxisLastTimeActive - RewiredControllerGetAxisLastTimeInactive - RewiredControllerGetAxisRawLastTimeActive - RewiredControllerGetAxisRawLastTimeInactive - RewiredControllerGetAxisTimeActive - RewiredControllerGetAxisTimeInactive - RewiredControllerGetAxisRawTimeActive - RewiredControllerGetAxisRawTimeInactive - RewiredControllerGetAxisLastTimeActiveById - RewiredControllerGetAxisLastTimeInactiveById - RewiredControllerGetAxisRawLastTimeActiveById - RewiredControllerGetAxisRawLastTimeInactiveById - RewiredControllerGetAxisRawTimeActiveById - RewiredControllerGetAxisRawTimeInactiveById - RewiredControllerGetAxisTimeActiveById - RewiredControllerGetAxisTimeInactiveById - RewiredControllerGetAxisIndexById - - New Behavior Designer Tasks: - RewiredLastActiveControllerChangedEvent - RewiredCreateCustomController - RewiredDestroyCustomController - RewiredGetAnyButton - RewiredGetAnyButton - RewiredGetAnyButtonDown - RewiredGetAnyButtonUp - RewiredGetAnyButtonPrev - RewiredGetAnyButtonChanged - RewiredControllerGetLastTimeActive - RewiredControllerGetLastTimeAnyButtonPressed - RewiredControllerGetLastTimeAnyElementChanged - RewiredControllerGetAnyButton - RewiredControllerGetAnyButtonDown - RewiredControllerGetAnyButtonUp - RewiredControllerGetAnyButtonPrev - RewiredControllerGetAnyButtonChanged - RewiredControllerGetButton - RewiredControllerGetButtonDown - RewiredControllerGetButtonUp - RewiredControllerGetButtonPrev - RewiredControllerGetButtonChanged - RewiredControllerGetButtonById - RewiredControllerGetButtonDownById - RewiredControllerGetButtonUpById - RewiredControllerGetButtonPrevById - RewiredControllerGetButtonDoublePressHold - RewiredControllerGetButtonDoublePressDown - RewiredControllerGetButtonDoublePressHoldById - RewiredControllerGetButtonDoublePressDownById - RewiredControllerGetButtonTimePressed - RewiredControllerGetButtonTimeUnpressed - RewiredControllerGetButtonLastTimePressed - RewiredControllerGetButtonLastTimeUnpressed - RewiredControllerGetButtonTimePressedById - RewiredControllerGetButtonTimeUnpressedById - RewiredControllerGetButtonLastTimePressedById - RewiredControllerGetButtonLastTimeUnpressedById - RewiredControllerGetButtonIndexById - RewiredControllerGetLastTimeAnyAxisActive - RewiredControllerGetLastTimeAnyAxisChanged - RewiredControllerGetAxis - RewiredControllerGetAxisPrev - RewiredControllerGetAxisRaw - RewiredControllerGetAxisRawPrev - RewiredControllerGetAxisById - RewiredControllerGetAxisPrevById - RewiredControllerGetAxisRawById - RewiredControllerGetAxisRawPrevById - RewiredControllerGetAxis2D - RewiredControllerGetAxis2DPrev - RewiredControllerGetAxis2DRaw - RewiredControllerGetAxis2DRawPrev - RewiredControllerGetAxisLastTimeActive - RewiredControllerGetAxisLastTimeInactive - RewiredControllerGetAxisRawLastTimeActive - RewiredControllerGetAxisRawLastTimeInactive - RewiredControllerGetAxisTimeActive - RewiredControllerGetAxisTimeInactive - RewiredControllerGetAxisRawTimeActive - RewiredControllerGetAxisRawTimeInactive - RewiredControllerGetAxisLastTimeActiveById - RewiredControllerGetAxisLastTimeInactiveById - RewiredControllerGetAxisRawLastTimeActiveById - RewiredControllerGetAxisRawLastTimeInactiveById - RewiredControllerGetAxisRawTimeActiveById - RewiredControllerGetAxisRawTimeInactiveById - RewiredControllerGetAxisTimeActiveById - RewiredControllerGetAxisTimeInactiveById - RewiredControllerGetAxisIndexById - - Bug Fixes: - - Windows Standalone, Raw Input: Fixed rare crash. - -1.1.7.5: - - Bug Fixes: - - Windows Standalone, Direct Input: Joysticks button held down when another joystick is disconnected now retain the pressed value. - -1.1.7.4: - - Modified Controller Definitions: - - Sony DualShock 3, Windows, Raw Input & Direct Input: Fixed incorrect button and D-Pad mappings for Gasia Co.,Ltd PS3 Adapter. - -1.1.7.3: - - Changes: - - Added silent install option for headless installation. - - Windows, Raw Input: Bluetooth devices without a valid serial number are no longer ignored. - -1.1.7.2: - - Bug Fixes: - - Fixed bug causing GetAxisRaw to return an incorrect +1 value for one frame when a physical button is mapped to an axis-type action and the button is released. - -1.1.7.1: - - Bug Fixes: - - Windows Standalone: Eliminated 120 byte per frame memory allocation added in 1.1.7.0. - -1.1.7.0: - - Changes: - - Modified Action system to determine button states from underlying contributing Controllers instead of calculating button states based on previous and current frame values. This changes some behavior of ButtonUp and ButtonDown events. ButtonDown events are no longer reported when a Controller is assigned to a Player while the button is already held down. ButtonUp events are no longer reported when un-assigning a Controller, or disabling a Controller or Controller Map while a button is held down. This was done to eliminated the need for frame skipping when assigning or un-assigning Controllers or enabling/disabling Controller Maps using a button on that same Controller. - - Rewired Editor: Added "Defer Controller Connect Events On Start" option to Settings. - - Rewired Editor: Added "Joystick Refresh Rate" option to Settings -> Windows. - - Rewired Editor: Added "Coordinate Mode" option to Custom Controller Axis properties. - - Rewired Editor: Changed "All" Platform Settings controls function more intuitively. - - Control Mapper: Added new events for when a popup window is opened or closed and when input polling starts and stops. - - Control Mapper: Added Unity events for each event and exposed them in the inspector. - - Controller Templates now support mapping the same template element to multiple controller elements. - - Added "Reverse Gear" to Racing Wheel template. - - Added "Reverse Gear" mappings to Racing Wheel template for Logitech G25, Logitech G27, Logitech G29, Logitech G920, and Thrustmaster TH8A Shifter. - - Added Rex Engine integration. - - Added Ultimate Survival integration. - - API Changes: - - Added AxisCoordinateMode enum. - - Added Player.GetAxisCoordinateMode method. - - Added Player.GetAxisRawCoordinateMode method. - - Added Player.GetAxisCoordinateModePrev method. - - Added Player.GetAxisRawCoordinateModePrev method. - - Added InputActionEventData.GetAxisCoordinateMode method. - - Added InputActionEventData.GetAxisRawCoordinateMode method. - - Added InputActionEventData.GetAxisCoordinateModePrev method. - - Added InputActionEventData.GetAxisRawCoordinateModePrev method. - - Added ReInput.ConfigHelper.deferControllerConnectedEventsOnStart property. - - Added ReInput.ConfigHelper.joystickRefreshRate property. - - Added ControlMapper.PopupWindowClosedEvent event. - - Added ControlMapper.PopupWindowOpenedEvent event. - - Added ControlMapper.onScreenClosed event. - - Added ControlMapper.onScreenOpened event. - - Added ControlMapper.onPopupWindowClosed event. - - Added ControlMapper.onPopupWindowOpened event. - - Added ControlMapper.InputPollingStarted event. - - Added ControlMapper.InputPollingEnded event. - - Added ControlMapper.onInputPollingStarted event. - - Added ControlMapper.onInputPollingEnded event. - - New Controller Definitions: - - Logitech Driving Force GT - - Thrustmaster Freestyler Bike - - Modified Controller Definitions: - - Changed CH FlightStick Pro "Dial" name to "Throttle." - - Reverted Saitek X45 "Stick Rotate" name to "Rudder." - - Sony DualShock 2: Added mapping for Super Dual Box Pro adapter with default HID driver, Linux Native and OSX Native mappings. - - Sony DualShock 3, Linux Native: Added mapping for Ubuntu 17.04 driver, fixed button mapping issues on Gasia Co.,Ltd PS3 Adapter mapping. - - Bug Fixes: - - Windows Standalone, XInput: Joysticks disconnected and reconnected no longer report button values from before disconnection during the first frame after reconnection. - - Windows Standalone, Direct Input: Joysticks with hats no longer return a hat value of up for few frames when plugged in at runtime. - - Windows Standalone, Raw Input: Fixed memory leak when Headsoft VJoy is installed on the system. - - Windows Standalone: Added workaround for Steam issue preventing Control, Shift, and Alt keys from working when using Steam Streaming. - - Rewired Editor: Fixed issue preventing disabling Native Keyboard Handling in Settings -> Windows. - - OSX, Native: Fixed rare issue causing some Xbox controller vibration messages to not be sent to the device. - - PS4, Native: Fixed bug introduced in 1.1.6.0 causing gamepads to not be recognized. - -1.1.6.0: - - Changes: - - Changed Sony DualShock 4 controller display name and element identifier names on PS4 platform to conform to Sony's required standards. - - Added Positive Name and Negative Name fields to Controller Element Identifier in Hardware Joystick Map editor. - - Changed mouse axis positive/negative axis names to Mouse Left, Mouse Right, etc. - - Updated Control Mapper to use positive/negative name fields. - - Added FirstNonZeroValue Custom Calculation type. - - Added default UI controls to Corgi Engine integration. - - Corgi Engine integration: Added inventory system integration. - - Corgi Engine integration: Minimum required Unity version changed to Unity 5.6.3f1. - - Special platform inspector settings for Rewired_Core.dll are now checked more often that just when the build platform is changed to account for installing Rewired and/or special platform plugins with the build target already set to a special platform that is not supported by the base Unity editor. - - New Controller Definitions: - - Logitech MOMO Racing Wheel - - Modified Controller Definitions: - - Sony DualShock 3: Added WebGL mappings for OSX and Linux. - - Microsoft Xbox One: Added OSX Native mapping for Xbox One S controller firmware 3.1.1221.0. - - Added positive/negative axis names to most recognized controller axes. - - Changed CH CombatStick "Dial" name to "Throttle." - - Changed CH FighterStick "Dial" name to "Throttle." - - Changed Saitek Heavy Equipment panel "Stick Z (Blue)" name to "Stick Rotate (Blue)." - - Changed Saitek Heavy Equipment panel "Stick Z (Red)" name to "Stick Rotate (Red)." - - Changed Saitek X45 "Rudder" name to "Stick Rotate." - - Changed Saitek X-56 Rhino Throttle "MiniStick X", "MiniStick Y", and "MiniStick Button" to "Mini Stick X", "Mini Stick Y", and "Mini Stick Button." - - Changed Thrustmaster T.16000M "Slider" name to "Throttle." - - API Changes: - - Added ControllerElementIdentifier.positiveName property. - - Added ControllerElementIdentifier.negativeName property. - - Added ControllerPollingInfo.controller property. - - Added ControllerPollingInfo.player property. - - Added ControllerPollingInfo.elementIdentifier property. - - Bug Fixes: - - Disabling "Ignore Input When App Not In Focus" in the Rewired Input Manager works again in the Unity editor even when "Run Application in Background" is disabled in the Unity Player settings. - - Fixed missing class and method exceptions thrown during build time on Windows 8.0 Store and 8.1 Universal platforms. - - Windows Standalone, Raw Input: Fixed issue preventing Microsoft Xbox One controller from working when used with "Use XInput" disabled. - -1.1.5.3: - - Bug Fixes: - - Fixed internal timer issue affecting functions that rely on real time. - -1.1.5.2: - - Bug Fixes: - - Fixed exception thrown by UserDataStore when calling ReInput.Reset or changing properties in ReInput.ConfigHelper that reset Rewired if a UserDataStore component is on the Rewired Input Manager. - -1.1.5.1: - - Bug Fixes: - - OSX Standalone, Native: Created workaround for Mono bug causing exception to be thrown when using Xbox controllers on some systems. - -1.1.5.0: - - Changes: - - Added support for MFi gamepads on Windows Standalone, Windows 8.1 Store, and Windows UWP platforms. - - Added support for pressure-sensitive buttons on Windows Standalone, Windows 8.1 Store, and Windows UWP platforms. - - OSX Standalone, Native: Added support for Steam emulated controllers. - - Added Corgi Engine integration pack. - - Control Mapper: restoreDefaultsDelegate is now called at the end of the OnRestoreDefaultsConfirmed function. - - New Controller Definitions: - - Steam Controller (non-native) - - Modified Controller Definitions: - - SteelSeries Stratus XL (MFi): Added Raw Input and Windows UWP mappings. - - SteelSeries Nimbus (MFi): Added Raw Input and Windows UWP mappings. - - Horipad Ultimate HIP-047U (MFi): Added Raw Input and Windows UWP mappings. - - Bug Fixes: - - Windows Standalone, Native Mouse Handling: UnityEngine.Input mouse input events now work in the editor again when Maximize On Play is enabled in Unity 5.6 and Unity 2017. - - OSX Standalone, Native: Created workaround for Mono bug causing exception to be thrown when using Xbox controllers on some systems. - -1.1.4.2: - - Bug Fixes: - - Windows Standalone: Fixed potential freeze on start when using Direct Input or XInput introduced in 1.1.4.0. - - Fixed missing Trigger in HOTAS template for Microsoft Sidewinder Precision 2. - -1.1.4.1: - - Changes: - - Reverted change adding UWP libraries into the project by defailt instead of as an optional install due to bug in Unity 2017 causing an exception on import when .NETCore 5.0 is not installed. - - Bug Fixes: - - ReInput.PlayerHelper.GetPlayerId(string) now returns the correct Player Id. - -1.1.4.0: - - Changes: - - Updated for Unity 2017 compatibility. - - Added native support for WebGL platform. (Unity 5.0+) - - Windows Standalone, Raw Input, Direct Input: Added Native Keyboard Handling option. - - Windows Standalone with Native Keyboard Handling and Native Mouse Handling enabled: Disabling "Ignore Input When App Not In Focus" now allows mouse and keyboard input as well as joystick input when the application is not in focus in a build. - - Added Use XInput and Support HID Devices options to Windows UWP platform settings in Rewired Input Manager. - - Rewired Standalone Input Module: Changed to disable all mouse input if no physical mouse is present to match Unity's changes to the Standalone Input Module. - - UserDataStore_PlayerPrefs: Added options to save and load controller assignments. - - Player.GetTimedButtonPress, Player.GetTimedButtonPressUp, and negative button variants now accept a time value of 0. - - Input Behavior Button Short Press Time and Button Long Press Time can now be set to a value of 0. - - 8-way hats on unrecognized controllers now respect the "Force 4-way Hats" option at the Joystick level. - - iOS/tvOS: Joystick.name now reports the joystick name as reported by the device instead of "Controller" for MFi controllers. - - Added new SDL2 controller mappings - - New Controllers with Extended Support: - - GameSir G3 - - GameSir G3s - - GameSir G3v - - GameSir G3w - - GameSir G4 - - GameSir G4s - - 8Bitdo RB8-64 N64 Controller - - Microsoft SideWinder Precision 2 - - TigerGame PS/PS2 Game Controller Adapter - - Modified Controller Definitions: - - Sony DualShock 4 - - Linux Native: Added variant for changes made in the Ubuntu 17.04 driver. - - Linux Fallback: Dropped support for Linux Fallback due to the inability to differentiate driver -versions. - - Microsoft Xbox One, Linux Native, Linux Fallback: Added matching info for older firmware versions. - - Microsoft Xbox One, UWP Native: Added mappings when XInput is disabled. - - Microsoft Xbox 360, UWP Native: Added mappings when XInput is disabled. - - Logitech F310, UWP Native: Added mappings when XInput is disabled. - - Logitech F710, UWP Native: Added mappings when XInput is disabled. - - 8Bitdo NES30: Combined definitions for different connection modes into new definition file. - - 8Bitdo SNES30: Combined definitions for different connection modes into new definition file. - - 8Bitdo NES30 Pro: Combined definitions for different connection modes into new definition file. - - Sony DualShock 2: Combined definitions for different PS2 adapters into one definition file. - - Added native WebGL mappings for: - - Microsoft Xbox 360 Controller - - Microsoft Xbox One Controller - - Microsoft Xbox One S Controller - - Sony DualShock 4 - - API Changes: - - Added ReInput.ConfigManager.nativeKeyboardSupport property. - - Added ReInput.ConfigManager.windowsUWPSupportHIDDevices property. - - Added UserDataStore_PlayerPrefs.LoadJoystickAssignments property. - - Added UserDataStore_PlayerPrefs.LoadMouseAssignments property. - - Added UserDataStore_PlayerPrefs.LoadKeyboardAssignments property. - - Added ReInput.ConfigHelper.webGLPrimaryInputSource property. - - Bug Fixes: - - Windows Raw Input, Direct Input, XInput: Eliminated 500 byte memory allocations generated periodically when polling for new devices. - - Unity 2017.1.b10, .NET 4.6 Experimental Scripting Backend: Fixed issue with method calls made by reflection. - - Windows 10 Universal, .NET scripting backend: Fixed possible freeze during device enumeration when HID device support enabled in app manifest. - - Windows 10 Universal, IL2CPP scripting backend: Fixed possible crash when closing app when HID device support enabled in app manifest. - -1.1.3.0: - - Changes: - - Added native support for Nintendo Switch platform. (Requires a separate download which can be obtained through the Nintendo Developer Portal.) - - Touch Joystick: Added Stick Bounds property to allow settings the stick movement bounds to a circle or square shape. - - Rewired Editor: Added option to export Action Category constants to separate classes. - - Rewired Editor: Added option to export constants in all caps. - - API Changes: - - Added Joystick.deviceInstanceGuid property. - - Added Player.SetVibration method. - - Added Player.GetVibration method. - - Added Player.StopVibration method. - - Added ControlMapper.restoreDefaultsDelegate property. - - Added TouchJoystick.stickBounds property. - - Added TouchJoystick.StickBounds enum. - - New Controller Definitions: - - Mayflash N64 Controller Adapter for PC USB (2-port) - - VKB-Sim Gladiator MKII - - Modified Controller Definitions: - - Logitech G29: Updated all platforms for current firmware and driver version, added OSX and Windows fallback definitions. - - Bug Fixes: - - Rewired Editor: Fixed bug preventing Custom Controller element properties from displaying. - - Hardware Joystick Map Editor: Fixed exception thrown when setting an axis to be the source of a button in Raw Input and Direct Input. - - Fixed compile error on Nintendo Switch platform. - - Control Mapper: Fixed bug preventing custom entries in Language Data from working. - -1.1.2.0: - - Changes: - - Nintendo Switch Joy Con controllers changed to map +/- buttons to Center 2 on the Dual Analog Gamepad Template. - - New Controller Definitions: - - Atari Jaguar Gamepad - - Bug Fixes: - - Fixed bad guid format in Racing Wheel Template for Logitech G920. - - Fixed incorrect default UI submit string in RewiredStandaloneInputModule.cs introduced in 1.1.0.0. - - Windows, Raw Input: Fixed incorrect hat values for certain rare devices. - - Rewired Editor: Fixed bug where Custom Controllers with no Axes would prevent selecting another Custom Controller in the list. - - Touch Controls: Fixed editor bug causing the displayed list of Axes and Buttons in the selected Touch Control to be incorrect or fail to display when Create Custom Controller enabled on the parent Touch Controller and the Custom Controller's id does not align with the index. - - Logitech G29 definition: Fixed incorrect button indices for shifter buttons. - -1.1.1.0: - - Changes: - - Windows Standalone, XInput: Eliminated periodic lag on some versions of Windows/XInput when checking for device changes. - - Added "partial" keyword to all constant classes exported from the Rewired Input Manager. - - New Controller Definitions: - - Nvidia Shield Controller (2017 model) - - Nintendo Switch Joy-Con (Left) - - Nintendo Switch Joy-Con (Right) - - Nintendo Switch Pro Controller - - API Changes: - - Added ComponentControls.TouchJoystick.GetValue method. - - Added ComponentControls.TouchJoystick.GetRawValue method. - - Bug fixes: - - Touch Joystick now re-centers stick to the Axis 2D calibrated zero instead of Vector2.zero. - - Windows Standalone, Raw Input, Use XInput disabled: Added workaround for issue causing Xbox One controller to fail to return input when attaching Visual Studio debugger to Unity editor. - - Fixed incorrect Player Id exported when exporting Players to constants from Rewired Editor. - -1.1.0.0: - - Changes: - - Added Touch Controls: Touch Controller, Touch Joystick, Touch Button, Touch Pad, Touch Region. (Requires Unity 5.0+, 5.3+ for optimal results.) - - Added Tilt Control. (Requires Unity 5.0+.) - - Added Input Mapper system for easier input mapping. - - The Keyboard can now be assigned and removed from Players like the Mouse using the Player.controllers.hasKeyboard property. - - Controllers can be enabled and disabled using the Controller.enabled property. Disabled Controllers will not produce any input. - - Action Element Maps can now be enabled and disabled using the ActionElementMap.enabled property. - - Windows Standalone: Added XInput as a primary input source option. - - Windows Standalone, Raw Input: Joysticks now return input when the application is not in focus. (Requires "Ignore Input When App Not In Focus" option to be disabled). - - Added "Exclude from Polling" option to buttons in Hardware Joystick Maps. - - Added ability to export Players and Custom Controllers to constants. - - Android: "Support Unknown Gamepads" option is now enabled by default. - - Replaced event system for events in order to better handle exceptions thrown by event listeners and issues caused by failure to unsubscribe from events and then destroying the GameObject of the subscriber. Exceptions thrown by event listeners will no longer stop events from being sent to the remaining listeners. - - Polling now returns an element identifier id for keyboard keys. - - Replacing an existing Action Element Map in a Controller Map no longer creates a new Action Element Map and instead reuses the existing one. - - Updated Debug Information to include new changes and display more information. - - Added DevTools/DebugInformation tool for use in debugging builds. - - Added DevTools/JoystickElementIdentifier scene. - - Added DevTools/UnityJoystickElementIdentifier scene. - - Added Press Start To Join example. - - Added Press Any Button To Join example. - - Added Touch Controls 1 example. - - Added Touch Buttons 1 example. - - Added Touch Joysticks 1 example. - - Added Simple Control Remapping example. - - Changed Control Remapping 1 example to use Mapping Listener and User Data Store. - - Control Mapper is now an optional install offered during setup. - - New Controller Definitions: - - Saitek X-56 Rhino Stick - - Saitek X-56 Rhino Throttle - - CH Products FlightStick Pro - - CH Products CombatStick - - Thrustmaster T.Flight Hotas 4 - - Thrustmaster T.Flight Stick X - - Oculus Touch - Left (Unity input only) - - Oculus Touch - Right (Unity input only) - - Oculus Remote (Unity input only) - - OpenVR Controller - Left (Unity input only) - - OpenVR Controller - Right (Unity input only) - - Modified Controller Definitions: - - Logitech G29: Added optional Logitech G Driving Force Shifter mappings. - - SteelSeries Stratus XL HID (Android/Win): Windows Raw Input, Direct Input, Fallback: Added mappings to support device with latest firmware and SteelSeries Engine installed. - - Controller Template Changes: - - Added Left Pedal, Right Pedal, and Slide Pedals to HOTAS Template. - - Added Left Pedal, Right Pedal, and Slide Pedals to Thrustmaster TWCS Throttle Template map. - - API Changes: - - Added ReInput.ControllerHelper.DestroyCustomController method. - - Added InputActionEventData.GetAxisDelta method. - - Added InputActionEventData.GetAxisRawDelta method. - - Added Controller.enabled property. - - Added Controller.Elements property. - - Added Controller.elementCount property. - - Added Controller.GetElementIdentifierById method. - - Added Keyboard.GetKeyCodeByButtonIndex method. - - Added Keyboard.GetKeyCodeById method. - - Added Keyboard.GetButtonIndexByKeyCode method. - - Added Keyboard.GetElementIdentifierByKeyCode method. - - Added Keyboard.GetKeyName(KeyCode key, ModifierKeyFlags flags) method overload. - - Added Mouse.screenPositionPrev property. - - Added Mouse.screenPositionDelta property. - - Added CustomController.ClearAxisValue method. - - Added CustomController.ClearAxisValueById method. - - Added CustomController.ClearButtonValue method. - - Added CustomController.ClearButtonValueById method. - - Added ActionElementMap.enabled property. - - Added ActionElementMap.controllerMap property. - - Added ActionElementMap.ShowInField method. - - Added AxisCalibration.applyRangeCalibration public setter. - - Added InputActionEventType.ButtonRepeating enum value. - - Added InputActionEventType.NegativeButtonRepeating enum value. - - Added InputActionEventData.GetButtonRepeating method. - - Added InputActionEventData.GetNegativeButtonRepeating method. - - Added Player.GetAxisDelta method. - - Added Player.GetAxisRawDelta method. - - Added Player.GetButtonRepeating method. - - Added Player.GetNegativeButtonRepeating method. - - Added Player.ControllerHelper.hasKeyboard property. - - Added Player.ControllerHelper.MapHelper.GetFirstButtonMapWithAction(ControllerType controllerType, int controllerId, int actionId, bool skipDisabledMaps) overload. - - Added Player.ControllerHelper.MapHelper.GetFirstButtonMapWithAction(ControllerType controllerType, int controllerId, string actionName, bool skipDisabledMaps) overload. - - Added Player.ControllerHelper.MapHelper.ButtonMapsWithAction(ControllerType controllerType, int controllerId, int actionId, bool skipDisabledMaps) overload. - - Added Player.ControllerHelper.MapHelper.ButtonMapsWithAction(ControllerType controllerType, int controllerId, string actionName, bool skipDisabledMaps) overload. - - Added Player.ControllerHelper.MapHelper.GetFirstAxisMapWithAction(ControllerType controllerType, int controllerId, int actionId, bool skipDisabledMaps) overload. - - Added Player.ControllerHelper.MapHelper.GetFirstAxisMapWithAction(ControllerType controllerType, int controllerId, string actionName, bool skipDisabledMaps) overload. - - Added Player.ControllerHelper.MapHelper.AxisMapsWithAction(ControllerType controllerType, int controllerId, int actionId, bool skipDisabledMaps) overload. - - Added Player.ControllerHelper.MapHelper.AxisMapsWithAction(ControllerType controllerType, int controllerId, string actionName, bool skipDisabledMaps) overload. - - Added Player.ControllerHelper.MapHelper.GetFirstElementMapWithAction(ControllerType controllerType, int controllerId, int actionId, bool skipDisabledMaps) overload. - - Added Player.ControllerHelper.MapHelper.GetFirstElementMapWithAction(ControllerType controllerType, int controllerId, string actionName, bool skipDisabledMaps) overload. - - Added Player.ControllerHelper.MapHelper.ElementMapsWithAction(ControllerType controllerType, int controllerId, int actionId, bool skipDisabledMaps) overload. - - Added Player.ControllerHelper.MapHelper.ElementMapsWithAction(ControllerType controllerType, int controllerId, string actionName, bool skipDisabledMaps) overload. - - Added Player.ControllerHelper.MapHelper.GetFirstMapInCategory(Controller controller, string categoryName) method overload. - - Added Player.ControllerHelper.MapHelper.GetFirstMapInCategory(Controller controller, int categoryId) method overload. - - Added Player.ControllerHelper.MapHelper.GetMap(int mapId) method overload. - - Added Player.ControllerHelper.MapHelper.GetMap(Controller controller, int mapId) method overload. - - Added Player.ControllerHelper.MapHelper.GetMap(Controller controller, int categoryId, int layoutId) method overload. - - Added Player.ControllerHelper.MapHelper.GetMap(Controller controller, string categoryName, string layoutName) method overload. - - Added Player.ControllerHelper.MapHelper.GetMaps(Controller controller) method overload. - - Added Player.ControllerHelper.MapHelper.SetAllMapsEnabled(bool state, Controller controller) - - Added Player.ControllerHelper.MapHelper.SetAllMapsEnabled(bool state, ControllerType controllerType, int controllerId) - - Added Player.ControllerHelper.MapHelper.SetMapsEnabled(bool state, Controller controller, int categoryId) - - Added Player.ControllerHelper.MapHelper.SetMapsEnabled(bool state, Controller controller, int categoryId, int layoutId) - - Added Player.ControllerHelper.MapHelper.SetMapsEnabled(bool state, Controller controller, string categoryName) - - Added Player.ControllerHelper.MapHelper.SetMapsEnabled(bool state, Controller controller, string categoryName, string layoutName) - - Added Player.ControllerHelper.MapHelper.GetMapsInCategory method. - - Added Player.ControllerHelper.MapHelper.ClearMapsInCategory method. - - Added Player.ControllerHelper.MapHelper.ClearMapsInLayout method. - - Added Player.ControllerHelper.MapHelper.ClearMapsForController method. - - Added Player.ControllerHelper.MapHelper.ClearMapsForControllerInLayout method. - - Added Player.ControllerHelper.ConflictCheckingHelper.DisableElementAssignmentConflicts method. - - Added ControllerMap.DisableElementAssignmentConflicts method. - - Added ControllerMap.GetFirstButtonMapMatch method. - - Added ControllerMap.GetFirstElementMapMatch method. - - Added ControllerMap.ForEachButtonMapMatch method. - - Added ControllerMap.ForEachElementMapMatch method. - - Added ControllerMap.ForEachElementAssignmentConflict method. - - Added ControllerMap.SetAllButtonMapsEnabled method. - - Added ControllerMap.SetAllElementMapsEnabled method. - - Added ControllerMap.DisableElementAssignmentConflicts method. - - Added ControllerMap.ContainsElementIdentifier method. - - Added ControllerMap.ContainsKeyboardKey method. - - Added ControllerMap.DoesElementAssignmentConflict(ControllerMap controllerMap, bool skipDisabledMaps) method overload. - - Added ControllerMap.DoesElementAssignmentConflict(ActionElementMap actionElementMap, bool skipDisabledMaps) method overload. - - Added ControllerMap.DoesElementAssignmentConflict(ElementAssignmentConflictCheck conflictCheck, bool skipDisabledMaps) method overload. - - Added ControllerMap.ElementAssignmentConflicts(ControllerMap controllerMap, bool skipDisabledMaps) method overload. - - Added ControllerMap.ElementAssignmentConflicts(ActionElementMap actionElementMap, bool skipDisabledMaps) method overload. - - Added ControllerMap.ElementAssignmentConflicts(ElementAssignmentConflictCheck conflictCheck, bool skipDisabledMaps) method overload. - - Added ControllerMap.RemoveElementAssignmentConflicts(ControllerMap controllerMap, bool skipDisabledMaps) method overload. - - Added ControllerMap.RemoveElementAssignmentConflicts(ActionElementMap actionElementMap, bool skipDisabledMaps) method overload. - - Added ControllerMap.RemoveElementAssignmentConflicts(ElementAssignmentConflictCheck conflictCheck, bool skipDisabledMaps) method overload. - - Added ControllerMap.GetElementMaps(bool skipDisabledMaps) method overload. - - Added ControllerMap.ElementMapsWithAction(int actionId, bool skipDisabledMaps) method overload. - - Added ControllerMap.ElementMapsWithAction(string actionName, bool skipDisabledMaps) method overload. - - Added ControllerMap.GetFirstElementMapWithAction(int actionId, bool skipDisabledMaps) method overload. - - Added ControllerMap.GetFirstElementMapWithAction(string actionName, bool skipDisabledMaps) method overload. - - Added ControllerMap.GetElementMapsWithAction(string actionName, bool skipDisabledMaps) method overload. - - Added ControllerMap.GetElementMapsWithAction(int actionId, bool skipDisabledMaps) method overload. - - Added ControllerMap.ButtonMapsWithAction(int actionId, bool skipDisabledMaps) method overload. - - Added ControllerMap.ButtonMapsWithAction(string actionName, bool skipDisabledMaps) method overload. - - Added ControllerMap.GetFirstButtonMapWithAction(int actionId, bool skipDisabledMaps) method overload. - - Added ControllerMap.GetFirstButtonMapWithAction(string actionName, bool skipDisabledMaps) method overload. - - Added ControllerMap.GetButtonMaps(bool skipDisabledMaps) method overload. - - Added ControllerMap.GetButtonMapsWithAction(int actionId, bool skipDisabledMaps) method overload. - - Added ControllerMap.GetButtonMapsWithAction(string actionName, bool skipDisabledMaps) method overload. - - Added ControllerMap.ReplaceOrCreateElementMap(ElementAssignment elementAssignment, out ActionElementMap result) method overload. - - Added ControllerMap.CreateElementMap(ElementAssignment elementAssignment, out ActionElementMap result) method overload. - - Added ControllerMap.CreateElementMap(int actionId, Pole axisContribution, KeyCode keyCode, ModifierKey modifierKey1, ModifierKey modifierKey2, ModifierKey modifierKey3, out ActionElementMap result) method overload. - - Added ControllerMap.CreateElementMap(int actionId, Pole axisContribution, KeyCode keyCode, ModifierKeyFlags modifierKeyFlags, out ActionElementMap result) method overload. - - Added ControllerMap.CreateElementMap(int actionId, Pole axisContribution, int elementIdentifierId, ControllerElementType elementType, AxisRange axisRange, bool invert, out ActionElementMap result) method overload. - - Added ControllerMap.ReplaceElementMap(ElementAssignment elementAssignment, out ActionElementMap result) method overload. - - Added ControllerMap.ReplaceElementMap(int elementMapId, int actionId, Pole axisContribution, KeyCode keyCode, ModifierKey modifierKey1, ModifierKey modifierKey2, ModifierKey modifierKey3, out ActionElementMap result) method overload. - - Added ControllerMap.ReplaceElementMap(int elementMapId, int actionId, Pole axisContribution, KeyCode keyCode, ModifierKeyFlags modifierKeyFlags, out ActionElementMap result) method overload. - - Added ControllerMap.ReplaceElementMap(int elementMapId, int actionId, Pole axisContribution, int elementIdentifierId, ControllerElementType elementType, AxisRange axisRange, bool invert, out ActionElementMap result) method overload. - - Added ControllerMapWithAxes.GetFirstAxisMapMatch method. - - Added ControllerMapWithAxes.GetAxisMapMatches method. - - Added ControllerMapWithAxes.ForEachAxisMapMatch method. - - Added ControllerMapWithAxes.SetAllAxisMapsEnabled method. - - Added ControllerMapWithAxes.DoesElementAssignmentConflict(ControllerMap controllerMap, bool skipDisabledMaps) method overload. - - Added ControllerMapWithAxes.DoesElementAssignmentConflict(ActionElementMap actionElementMap, bool skipDisabledMaps) method overload. - - Added ControllerMapWithAxes.DoesElementAssignmentConflict(ElementAssignmentConflictCheck conflictCheck, bool skipDisabledMaps) method overload. - - Added ControllerMapWithAxes.ElementAssignmentConflicts(ControllerMap controllerMap, bool skipDisabledMaps) method overload. - - Added ControllerMapWithAxes.ElementAssignmentConflicts(ActionElementMap actionElementMap, bool skipDisabledMaps) method overload. - - Added ControllerMapWithAxes.ElementAssignmentConflicts(ElementAssignmentConflictCheck conflictCheck, bool skipDisabledMaps) method overload. - - Added ControllerMapWithAxes.RemoveElementAssignmentConflicts(ControllerMap controllerMap, bool skipDisabledMaps) method overload. - - Added ControllerMapWithAxes.RemoveElementAssignmentConflicts(ActionElementMap actionElementMap, bool skipDisabledMaps) method overload. - - Added ControllerMapWithAxes.RemoveElementAssignmentConflicts(ElementAssignmentConflictCheck conflictCheck, bool skipDisabledMaps) method overload. - - Added ControllerMapWithAxes.AxisMapsWithAction(string actionName, bool skipDisabledMaps) method overload. - - Added ControllerMapWithAxes.AxisMapsWithAction(int actionId, bool skipDisabledMaps) method overload. - - Added ControllerMapWithAxes.GetFirstAxisMapWithAction(int actionId, bool skipDisabledMaps) method overload. - - Added ControllerMapWithAxes.GetFirstAxisMapWithAction(string actionName, bool skipDisabledMaps) method overload. - - Added ControllerMapWithAxes.GetAxisMaps(bool skipDisabledMaps) method overload. - - Added ControllerMapWithAxes.GetAxisMapsWithAction(string actionName, bool skipDisabledMaps) method overload. - - Added ControllerMapWithAxes.GetAxisMapsWithAction(int actionId, bool skipDisabledMaps) method overload. - - Added ControllerMapWithAxes.GetFirstElementMapWithAction(int actionId, bool skipDisabledMaps) method overload. - - Added ReInput.ControllerHelper.ConflictCheckingHelper.DisableElementAssignmentConflicts method. - - Added ReInput.MappingHelper.GetControllerMap method. - - Added ReInput.MappingHelper.GetActionElementMap method. - - Added PlayerIdPropertyAttribute. - - Added Axis2DCalibration class. - - Added Rewired.Platforms.WindowsStandalonePrimaryInputSource.XInput enum. - - Added ElementAssignmentConflictInfo.player property. - - Added ElementAssignmentConflictInfo.action property. - - Added ElementAssignmentConflictInfo.controller property. - - Added ElementAssignmentConflictInfo.controllerMap property. - - Added ElementAssignmentConflictInfo.elementIdentifier property. - - Added ElementAssignmentConflictInfo.elementMap property. - - Added ElementAssignmentConflictInfo.elementDisplayName property. - - Added InputMapper class. - - Added InputMapper.Options class. - - Added InputMapper.Context class. - - Added InputMapper.EventData class. - - Added InputMapper.InputMappedEventData class. - - Added InputMapper.ErrorEventData class. - - Added InputMapper.CanceledEventData class. - - Added InputMapper.TimedOutEventData class. - - Added InputMapper.StartedEventData class. - - Added InputMapper.StoppedEventData class. - - Added InputMapper.ConflictFoundEventData class. - - Added InputMapper.ConflictResponse enum. - - Removed obsolete Player.ControllerHelper.MapHelper.SetMapsEnabled(bool state, int categoryId, int layoutId) method overload. - - Changed return type of Player.GetMaps(ControllerType controllerType, int controllerId) to IList from IEnumerable. - - Changed return type of ControllerMap.AllMaps to IList from IEnumerable - - Changed ControllerWithButtons.PollForAllButtons() to virtual. - - Changed ControllerWithButtons.PollForAllButtonsDown() to virtual. - - Moved ControllerWithMap functionality into Controller. - - Integration Changes: - - PlayMaker: - New Actions: - RewiredControllerGetEnabled - RewiredControllerSetEnabled - RewiredPlayerGetFirstElementMapIdWithAction - RewiredPlayerGetAxisDelta - RewiredPlayerGetAxisRawDelta - RewiredPlayerGetButtonRepeating - RewiredPlayerGetNegativeButtonRepeating - RewiredActionElementMapGetEnabled - RewiredActionElementMapGetActionId - RewiredActionElementMapGetElementType - RewiredActionElementMapGetElementIdentifierId - RewiredActionElementMapGetAxisRange - RewiredActionElementMapGetInvert - RewiredActionElementMapGetAxisContribution - RewiredActionElementMapGetKeyboardKeyCode - RewiredActionElementMapGetModifierKey1 - RewiredActionElementMapGetModifierKey2 - RewiredActionElementMapGetModifierKey3 - RewiredActionElementMapGetAxisType - RewiredActionElementMapGetModifierKeyFlags - RewiredActionElementMapGetKeyCode - RewiredActionElementMapGetHasModifiers - RewiredActionElementMapGetElementIndex - RewiredActionElementMapSetEnabled - RewiredActionElementMapSetInvert - - - Behavior Designer: - New Tasks: - RewiredControllerGetEnabled - RewiredControllerSetEnabled - RewiredPlayerGetFirstElementMapWithAction - RewiredPlayerGetAxisDelta - RewiredPlayerGetAxisRawDelta - RewiredPlayerGetButtonRepeating - RewiredPlayerGetNegativeButtonRepeating - RewiredActionElementMapGetEnabled - RewiredActionElementMapGetActionId - RewiredActionElementMapGetElementType - RewiredActionElementMapGetElementIdentifierId - RewiredActionElementMapGetAxisRange - RewiredActionElementMapGetInvert - RewiredActionElementMapGetAxisContribution - RewiredActionElementMapGetKeyboardKeyCode - RewiredActionElementMapGetModifierKey1 - RewiredActionElementMapGetModifierKey2 - RewiredActionElementMapGetModifierKey3 - RewiredActionElementMapGetAxisType - RewiredActionElementMapGetModifierKeyFlags - RewiredActionElementMapGetKeyCode - RewiredActionElementMapGetHasModifiers - RewiredActionElementMapGetElementIndex - RewiredActionElementMapSetEnabled - RewiredActionElementMapSetInvert - - Bug Fixes: - - Fixed bug causing Windows 8.1 Universal builds to always fall back to Unity input. - - Fixed bug in ControllerMap.RemoveElementAssignmentConflicts(ControllerMap controllerMap) when called on a Keyboard Map. - - Fixed bug in ControllerMap.RemoveElementAssignmentConflicts(ControllerMap controllerMap) which caused conflicting assigments to be removed from both controller maps. - - Windows Standalone: Fixed hang on Unity 5.3+ when the application loses focus for more than 5 seconds with no mouse movement with "Run In Background" and "Exclusive Mode" set in the Unity Player properties while using Raw Input or Direct Input with Native Mouse Handling enabled. - - Rewired Editor window now refreshes properly after stopping Play mode in the Editor. - - Fixed bug in Rewired Editor where moving an Action to a different Action Category caused existing mappings using that Action to be cleared the next time you edited that mapping. - -1.0.0.112: - - Changes: - - Removed "Steam Raw Input Fix" option entirely due to recent changes in Steam making it non-functional. - -1.0.0.111: - - Changes: - - Disabled "Steam Raw Input Fix" by default. It is recommended that this fix be disabled on almost all games. It causes issues with the new DualShock 4 configuration support in Steam. The fix is no longer needed for using Raw Input controllers together with the Steam Controller as Steam has fixed the bug for which this workaround was created. However, the option may still be useful for some use cases. Please see Rewired Editor - Settings in the documentation for more details. - - Added workaround for Steam not sending device notifications when emulated XInput devices are attached. - - Added "Ignore Input When App Not In Focus" option to Rewired Input Manager Settings. - - Control Mapper: When a popup window is opened and the user clicks on a non-selectable area, the currently selected UI element is no longer deselected. - - Rewired Input Manager "Don't Destroy on Load" is now applied to root Game Object to avoid warnings in log if Rewired Input Manager is parented under another Game Object. - - API Changes: - - Added ReInput.ConfigHelper.ignoreInputWhenAppNotInFocus property. - - New Controller Definitions: - - Elecom Gamepad (JC-U3312) - - Bug Fixes: - - Thrustmaster T.Flight Rudder Pedals: Fixed inverted mappings for L/R pedals. - - Fixed issue when disconnecting and reconnecting a controller with calibrated axes that return non-zero values at rest. - -1.0.0.110: - - New Controller Definitions: - - Thrustmaster T.Flight Rudder Pedals - - Thrustmaster TWCS Throttle - - Logitech G920 Driving Force Racing Wheel - - Modified Controller Definitions: - - Logitech G25, Raw Input: Added variant for when no driver is installed - -1.0.0.109: - - Changes: - - Windows Standalone, XInput: XInput library version 1.4 is now prioritized over version 1.3. - - Windows Standalone, XInput: Removed Guide button detection due to possible crashes in Windows 10 developer preview builds. - - Added "Don't Destroy On Load" option to Control Mapper inspector. - - Bug Fixes: - - Fixed incorrect mapping in HOTAS template for Saitek X45 Y axis. - -1.0.0.108: - - Bug Fixes: - - Fixed exception when setting ReInput.controllers.keyboardEnabled property. - - Fixed exception in ControllerMap.ReplaceElementMap when used with Custom Controller maps. - - Fixed exception in ControllerMap.CreateElementMap when used with Custom Controller maps. - -1.0.0.107: - - Changes: - - Android: Supports new Xbox One S controller firmware. - - Bug Fixes: - - ControllerMap.ReplaceElementMap now works properly with Custom Controller maps. - - ControllerMap.CreateElementMap now works properly with Custom Controller maps. - -1.0.0.106: - - Changes: - - Added new native input library for Windows Store 8.1 to support non-XInput devices. - - Added Enhanced Device Support for Sony DualShock 4 model CUH-ZCT2U. - - UserDataStore_PlayerPrefs tries to add new default mappings for newly created Actions when loading XML saved data. - - New Controller Definitions: - - Microsoft SideWinder Joystick - - API Changes: - - Added ControllerMap.CreateFromXml method. - - Added ReInput.MappingHelper.GetControllerMapInstance method. - - Bug Fixes: - - Control Mapper: UI now resets when certain public properties are changed at runtime. - - Fixed incorrect Controller Map category name displayed in the Debug Options in the Rewired Input Manager inspector. - - Fixed bug when unchecking certain options in the Global Options window causing it to copy the Android scripting symbols regardless of the current build target platform. - -1.0.0.105: - - Changes: - - Windows Raw Input: Added support for CustomCalculation in axes and buttons in HardwareJoystickMap. - - Windows Direct Input: Added support for CustomCalculation in axes and buttons in HardwareJoystickMap. - - Added option to treat all hats as 4-way hats to Rewired Input Manager. - - *** BREAKING CHANGE *** Changed Compound Element system so Compound Elements are defined per-device instead of per-platform. If you have created your own HardwareJoystickMap files, you must re-create all Compound Elements using the new system. - - Windows Raw Input, Direct Input: Eliminated frame rate drop when connecting or disconnecting a Joystick. - - Windows Raw Input: Yet more changes to work around new bugs in the latest Microsoft Xbox One driver update for Windows 10. - - Windows Direct Input: Improved Bluetooth device disconnection for certain devices. - - Added Use Playing Players Only option to the Rewired Standalone Input Module. - - Invalid XML characters are now removed from hardware joystick name when writing ControllerMap save data to XML. - - Moved export Action constants functionality to the Tools page of the Rewired Input Manager. - - Added ability to export Map Category Id and Layout Id constants. - - API Changes: - - Added Controller.Hat class. - - Added CompoundControllerElementType.Hat. - - Added ReInput.ConfigHelper.force4WayHats property. - - Added Joystick.hatCount property. - - Added Joystick.Hats property. - - New Controller Definitions: - - Logitech WingMan Attack 2 - - Logitech Attack 3 - - Microsoft SideWinder 3D Pro - - Microsoft SideWinder Precision Pro - - Microsoft SideWinder Force Feedback Pro - - Saitek ST290 Pro - - Saitek Cyborg Evo - - Modified Controller Definitions: - - All controllers with Compound Elements updated to use new system. - - Added Hat Compound Elements to all controllers with hats. - - Logitech G25, Raw Input: Added support for combined-axis pedal option in driver. - - Logitech G27, Raw Input: Added variant for when no driver is installed, added support for combined-axis pedal option in driver. - - Logitech G29, Raw Input: Added support for combined-axis pedal option in driver. - - Logitech G29, Direct Input: Added mapping. - -1.0.0.104: - - Changes: - - Added option to to disable Input.location property in UnityInputOverride.cs in Global Options window. - - Added option to to disable Xbox gamepad vibration support in Global Options window. - - Added options to Control Mapper to allow disabling of full-axis and/or split-axis input assignment fields for axis-type Actions. - - Integration Changes: - - PlayMaker: - New Actions: - RewiredGetPlayerIds - RewiredGetAllPlayerIds - RewiredGetJoystickIds - RewiredGetCustomControllerIds - RewiredIsControllerAssigned - RewiredIsControllerAssignedToPlayer - RewiredRemoveControllerFromAllPlayers - RewiredAutoAssignJoystick - RewiredAutoAssignJoysticks - RewiredControllerPreDisconnectEvent - RewiredPlayerGetJoystickIds - RewiredPlayerGetCustomControllerIds - RewiredPlayerAddController - RewiredPlayerRemoveController - RewiredPlayerContainsController - RewiredPlayerClearControllerMaps - RewiredPlayerLoadDefaultMaps - RewiredPlayerLoadControllerMap - RewiredPlayerRemoveControllerMap - RewiredPlayerGetExcludeFromControllerAutoAssignment - RewiredPlayerSetExcludeFromControllerAutoAssignment - RewiredControllerGetId - RewiredControllerGetName - RewiredControllerGetTag - RewiredControllerSetTag - RewiredControllerGetHardwareName - RewiredControllerGetType - RewiredControllerGetIsConnected - RewiredControllerGetButtonCount - RewiredControllerGetHardwareIdentifier - RewiredControllerGetMapTypeString - RewiredControllerGetAxisCount - RewiredControllerGetAxis2DCount - RewiredJoystickGetUnityId - RewiredJoystickGetHardwareTypeGuidString - RewiredJoystickGetSupportsVibration - RewiredJoystickGetVibrationMotorCount - - *** BREAKING CHANGES **** - Changed the following Actions to use FSMEnum instead of FSMInt for controllerType property: - RewiredGetLastActiveControllerType - RewiredControllerConnectedEvent - RewiredControllerDisconnectedEvent - RewiredPlayerRemoveControllers - RewiredPlayerGetLastActiveControllerType - - - Behavior Designer: - New Tasks: - RewiredGetPlayers - RewiredGetAllPlayers - RewiredGetJoysticks - RewiredGetCustomControllers - RewiredIsControllerAssigned - RewiredIsControllerAssignedToPlayer - RewiredRemoveControllerFromAllPlayers - RewiredAutoAssignJoystick - RewiredAutoAssignJoysticks - RewiredControllerPreDisconnectEvent - RewiredPlayerGetJoysticks - RewiredPlayerGetCustomControllers - RewiredPlayerAddController - RewiredPlayerRemoveController - RewiredPlayerContainsController - RewiredPlayerClearControllerMaps - RewiredPlayerLoadDefaultMaps - RewiredPlayerLoadControllerMap - RewiredPlayerRemoveControllerMap - RewiredPlayerGetExcludeFromControllerAutoAssignment - RewiredPlayerSetExcludeFromControllerAutoAssignment - RewiredControllerGetId - RewiredControllerGetName - RewiredControllerGetTag - RewiredControllerSetTag - RewiredControllerGetHardwareName - RewiredControllerGetType - RewiredControllerGetIsConnected - RewiredControllerGetButtonCount - RewiredControllerGetHardwareIdentifier - RewiredControllerGetMapTypeString - RewiredControllerGetAxisCount - RewiredControllerGetAxis2DCount - RewiredJoystickGetUnityId - RewiredJoystickGetHardwareTypeGuidString - RewiredJoystickGetSupportsVibration - RewiredJoystickGetVibrationMotorCount - RewiredObjectListGetCount - RewiredObjectListGetItemAtIndex - RewiredObjectListForEach - - *** BREAKING CHANGES **** - Changed the all Tasks to use ControllerType Enum instead of int for controllerType property. - - Bug Fixes: - - When the keyboard is disabled on Android, special keyboard keys are no longer skipped when evaluating Keyboard Maps. - -1.0.0.103: - - Modified Controller Definitions: - - Sony DualShock 4: Added support for Sony DualShock 4 USB Wireless Adaptor - -1.0.0.102: - - Changes - - Added workaround for precision error on Xbox One platform when comparing if values are approximately equal. - - New Controller Definitions: - - Added 8Bitdo SNES30 (Wired) because of firmware changes. - - Modified Controller Definitions: - - 8Bitdo NES30 (Mode 1): Android Fallback, Linux Fallback: Changed D-Pad mappings to use axes instead of keys based on breaking changes in latest firmware version. - - 8Bitdo NES30 (Mode 1): Raw Input, Windows UWP, OSX Native, OSX Fallback: Added mapping now that changes in latest firmware version work with this mode. - - 8Bitdo NES30 (Mode 1): Linux Native: Added variant for new firmware changes. - - 8Bitdo SNES30 (Mode 1): Android Fallback, Linux Fallback: Changed D-Pad mappings to use axes instead of keys based on breaking changes in latest firmware version. - - 8Bitdo SNES30 (Mode 1): Raw Input, Windows UWP, OSX Native, OSX Fallback: Added mapping now that changes in latest firmware version work with this mode. - - 8Bitdo SNES30 (Mode 1): Linux Native: Added variant for new firmware changes. - -1.0.0.101: - - Changes: - - OSX Native: Handled exception caused by using old version of 360Controller driver with Xbox One Controller and calling Joystick.SetVibration. (Documented minimum supported 360Controller version is 0.16 for vibration support on Xbox One Controller.) - -1.0.0.100: - - Changes: - - Made changes to allow Rewired to work in the Linux Unity editor. - - Added workarounds for UDev issues on Slackware Linux. - - Bug Fixes: - - Fixed incorrect Right Stick Button mapping in Dual Analog Gamepad Template for Xiaomi Wireless Game Controller. - -1.0.0.99: - - Bug Fixes: - - Fixed null reference exception when calling Player.IsCurrentInputSource introduced in 1.0.0.98. - -1.0.0.98: - - Changes: - - Added Digital Axis Simulation option in Input Behavior to disable digital axis simulation more easily. - - Performance improvements. - - API Changes: - - Added InputBehavior.digitalAxisSimulation property. - - Added ReInput.ControllerHelper.AutoAssignJoystick method. - - Added ReInput.ControllerHelper.AutoAssignJoysticks method. - - Added ReInput.ControllerHelper.AddLastActiveControllerChangedDelegate method. - - Added ReInput.ControllerHelper.RemoveLastActiveControllerChangedDelegate method. - - Added ReInput.ControllerHelper.ClearLastActiveControllerChangedDelegates method. - - Added Player.ControllerHelper.AddLastActiveControllerChangedDelegate method. - - Added Player.ControllerHelper.RemoveLastActiveControllerChangedDelegate method. - - Added Player.ControllerHelper.ClearLastActiveControllerChangedDelegates method. - - Added ActiveControllerChangedDelegate delegate. - - Added PlayerActiveControllerChangedDelegate delegate. - - Integration Changes: - - Added RewiredPlayerInputBehaviorGetDigitalAxisSimulation Behavior Designer Task. - - Added RewiredPlayerInputBehaviorSetDigitalAxisSimulation Behavior Designer Task. - - Added RewiredPlayerInputBehaviorGetDigitalAxisSimulation PlayMaker Action. - - Added RewiredPlayerInputBehaviorSetDigitalAxisSimulation PlayMaker Action. - -1.0.0.97: - - Changes: - - Added Player Actions to Rewired Input Manager Debug Information. - - Added Exclude From Polling property to axes in HardwareJoystickMap - - Arrow keys are now enabled on Android even when keyboard is set to disabled to allow remotes to work. - - Minor optimizations. - - Modified Controller Definitions: - - DualShock 4, Linux Native: Added SteamOS variant. - - Apple Siri Remote, iOS: Excluded accelerometer and gyro axes from polling. - - Bug Fixes: - - Windows Standalone Raw Input: Handled edge case of DualShock 4 being connected first with special feature support, then being disconnected and reconnected, and being unable to initialize special feature support due to some other process taking an exclusive lock on the device. - - ControlRemappingDemo1.cs: Changed code to accomodate a Unity bug with preprocessor if. - - Re-exposed Consts class due to breaking certain integration packages. - - Updated Control Mapper for changes made in Unity 5.3 that broke calibration window axis buttons. - -1.0.0.96: - - Changes: - - Windows Standalone Direct Input and XInput: Improved accuracy of button down detection when frame rate is extremely low and a button is pressed and released quickly. - - ReInput.ControllerHelper.GetLastActiveController is now based on controller element value changes instead of absolute element values to exclude uncalibrated non-zero-at-rest axes and always-on buttons. - - ReInput.ControllerHelper.GetLastActiveController() now returns Keyboard if no last active controller is found. - - Added Debug Information to Rewired Input Manager inspector. This shows a ton of useful information allowing you to visualize most objects in the system during runtime. - - Minor performance optimizations. - - API Changes: - - Added Controller.GetButtonChanged method. - - Added Controller.GetAnyButtonChanged method. - - Added Controller.GetLastTimeAnyButtonChanged method. - - Added Controller.GetLastTimeAnyElementChanged method. - - Added Controller.Button.lastTimeStateChanged property. - - Added Controller.Button.justChangedState property. - - Added Controller.Axis.lastTimeValueChanged property. - - Added Controller.Axis.lastTimeValueChangedRaw property. - - Added ControllerWithAxes.GetLastTimeAnyAxisChanged method. - - Added ReInput.ControllerHelper.GetAnyButtonChanged method. - - Added ReInput.ControllerHelper.GetLastActiveControllerType method. - - Removed obsolete ActionElementMap.actionCategoryId property. - -1.0.0.95: - - Changes: - - Windows Standalone Raw Input: Implemented workaround to make Xbox One Controller work again after Windows 10 Anniversary Update caused the device to stop functioning when using Raw Input without XInput. - - Windows Standalone Direct Input, Raw Input: Updated Xbox One Controller definition for new driver changes in Windows 10 Anniversary Update that broke trigger mappings. Now triggers will work properly with any version of the driver. - - Windows Standalone Direct Input: Improved Bluetooth device detection. Now more Bluetooth controllers are recognized when using Direct Input. - - Windows Standalone Direct Input: Improved controller hot-plugging assignment accuracy in certain scenarios. - - New Controller Definitions: - - ThrustMaster T3PA Pedals - - Modified Controller Definitions: - - Windows Fallback: Improved L/R trigger handling to accomodate both split axis and combined axis element sources because of source inconsistencies on Xbox 360 Controller, Xbox One Controller, Logitech F310 (X), Logitech F710 (X), Zidong V+ (X). - - Bug Fixes: - - Non-calibrated CustomController values are no longer clamped -1 to 1. - -1.0.0.94: - - Changes: - - Windows Standalone Raw Input + XInput, Direct Input + XInput, Windows UWP: Made modifications to prevent Xbox One S controller from showing up as two Joysticks. - - Windows Standalone XInput, Windows UWP: Xbox One controllers no longer become unresponsive to vibration changes when sending vibration commands every frame. - - Added preprocessor if to eliminate warning about RuntimePlatform.OSXWebPlayer on Unity 5.4+ in ControlRemappingDemo1.cs. - - Added preprocessor conditional for disabling Unity Input Override script. - - Added new SDL2 gamepad mappings. - - UFPS Integration: Added Set Weapon 1 - 10, Teleport Actions with default keyboard mappings to Rewired UFPS Input Manager prefab. - - Modified Controller Definitions: - - Microsoft Xbox One Controller: - - Added Xbox One S mappings for: - - Windows Standalone: Raw Input, Direct Input, Fallback - - OSX Standalone: Native, Fallback - - Android - - Bug Fixes: - - Fixed bug in Control Mapper theme settings causing Slider components to not reflect theme Slider settings. - - Windows Standalone Raw Input: Fixed handling of HID report arrays. - - OSX Standalone Native: Fixed sporadic editor crash when exiting Play mode when using the JoystickElementIdentifier too with Enhanced Device Support enabled and a DualShock 4 controller attached. - -1.0.0.93: - - API Changes: - - Added Player.GetButtonTimedPress method. - - Added Player.GetButtonTimedPressDown method. - - Added Player.GetButtonTimedPressUp method. - - Added Player.GetNegativeButtonTimedPress method. - - Added Player.GetNegativeButtonTimedPressDown method. - - Added Player.GetNegativeButtonTimedPressUp method. - - Added Player.GetButtonShortPress method. - - Added Player.GetButtonShortPressDown method. - - Added Player.GetButtonShortPressUp method. - - Added Player.GetNegativeButtonShortPress method. - - Added Player.GetNegativeButtonShortPressDown method. - - Added Player.GetNegativeButtonShortPressUp method. - - Added Player.GetButtonLongPress method. - - Added Player.GetButtonLongPressDown method. - - Added Player.GetButtonLongPressUp method. - - Added Player.GetNegativeButtonLongPress method. - - Added Player.GetNegativeButtonLongPressDown method. - - Added Player.GetNegativeButtonLongPressUp method. - - Added Player.AddInputEventDelegate(System.Action callback, UpdateLoopType updateLoop, InputActionEventType eventType, object[] arguments) overload. - - Added Player.AddInputEventDelegate(System.Action callback, UpdateLoopType updateLoop, InputActionEventType eventType, int actionId, object[] arguments) overload. - - Added Player.AddInputEventDelegate(System.Action callback, UpdateLoopType updateLoop, InputActionEventType eventType, string actionName, object[] arguments) overload. - - Added InputActionEventData.GetButtonTimedPress method. - - Added InputActionEventData.GetButtonTimedPressDown method. - - Added InputActionEventData.GetButtonTimedPressUp method. - - Added InputActionEventData.GetNegativeButtonTimedPress method. - - Added InputActionEventData.GetNegativeButtonTimedPressDown method. - - Added InputActionEventData.GetNegativeButtonTimedPressUp method. - - Added InputActionEventData.GetButtonShortPress method. - - Added InputActionEventData.GetButtonShortPressDown method. - - Added InputActionEventData.GetButtonShortPressUp method. - - Added InputActionEventData.GetNegativeButtonShortPress method. - - Added InputActionEventData.GetNegativeButtonShortPressDown method. - - Added InputActionEventData.GetNegativeButtonShortPressUp method. - - Added InputActionEventData.GetButtonLongPress method. - - Added InputActionEventData.GetButtonLongPressDown method. - - Added InputActionEventData.GetButtonLongPressUp method. - - Added InputActionEventData.GetNegativeButtonLongPress method. - - Added InputActionEventData.GetNegativeButtonLongPressDown method. - - Added InputActionEventData.GetNegativeButtonLongPressUp method. - - Added InputActionEventData.GetButtonDoublePressHold(float speed) overload. - - Added InputActionEventData.GetButtonDoublePressDown(float speed) overload. - - Added InputActionEventData.GetNegativeButtonDoublePressHold(float speed) overload. - - Added InputActionEventData.GetNegativeButtonDoublePressDown(float speed) overload. - - Added InputActionEventType.ButtonPressedForTime. - - Added InputActionEventType.ButtonJustPressedForTime. - - Added InputActionEventType.ButtonPressedForTimeJustReleased. - - Added InputActionEventType.ButtonShortPressed - - Added InputActionEventType.ButtonJustShortPressed - - Added InputActionEventType.ButtonShortPressJustReleased - - Added InputActionEventType.ButtonLongPressed - - Added InputActionEventType.ButtonJustLongPressed - - Added InputActionEventType.ButtonLongPressJustReleased - - Added InputActionEventType.NegativeButtonPressedForTime. - - Added InputActionEventType.NegativeButtonJustPressedForTime. - - Added InputActionEventType.NegativeButtonPressedForTimeJustReleased. - - Added InputActionEventType.NegativeButtonShortPressed - - Added InputActionEventType.NegativeButtonJustShortPressed - - Added InputActionEventType.NegativeButtonShortPressJustReleased - - Added InputActionEventType.NegativeButtonLongPressed - - Added InputActionEventType.NegativeButtonJustLongPressed - - Added InputActionEventType.NegativeButtonLongPressedJustReleased - - Added InputBehavior.buttonShortPressTime property. - - Added InputBehavior.buttonShortPressExpiresIn property. - - Added InputBehavior.buttonLongPressTime property. - - Added InputBehavior.buttonLongPressExpiresIn property. - - Integration changes: - - Added PlayMaker Action for Player.GetButtonTimedPress. - - Added PlayMaker Action for Player.GetButtonTimedPressDown. - - Added PlayMaker Action for Player.GetButtonTimedPressUp. - - Added PlayMaker Action for Player.GetNegativeButtonTimedPress. - - Added PlayMaker Action for Player.GetNegativeButtonTimedPressDown. - - Added PlayMaker Action for Player.GetNegativeButtonTimedPressUp. - - Added PlayMaker Action for Player.GetButtonShortPress. - - Added PlayMaker Action for Player.GetButtonShortPressDown. - - Added PlayMaker Action for Player.GetButtonShortPressUp. - - Added PlayMaker Action for Player.GetNegativeButtonShortPress. - - Added PlayMaker Action for Player.GetNegativeButtonShortPressDown. - - Added PlayMaker Action for Player.GetNegativeButtonShortPressUp. - - Added PlayMaker Action for Player.GetButtonLongPress. - - Added PlayMaker Action for Player.GetButtonLongPressDown. - - Added PlayMaker Action for Player.GetButtonLongPressUp. - - Added PlayMaker Action for Player.GetNegativeButtonLongPress. - - Added PlayMaker Action for Player.GetNegativeButtonLongPressDown. - - Added PlayMaker Action for Player.GetNegativeButtonLongPressUp. - - Added duration property to PlayMaker Action RewiredPlayerSetAllControllerVibration. - - Added PlayMaker Action RewiredPlayerInputBehaviorGetButtonShortPressTime. - - Added PlayMaker Action RewiredPlayerInputBehaviorGetButtonShortPressExpiresIn - - Added PlayMaker Action RewiredPlayerInputBehaviorGetButtonLongPressTime. - - Added PlayMaker Action RewiredPlayerInputBehaviorGetButtonLongPressExpiresIn. - - Added PlayMaker Action RewiredPlayerInputBehaviorSetButtonShortPressTime. - - Added PlayMaker Action RewiredPlayerInputBehaviorSetButtonShortPressExpiresIn. - - Added PlayMaker Action RewiredPlayerInputBehaviorSetButtonLongPressTime. - - Added PlayMaker Action RewiredPlayerInputBehaviorSetButtonLongPressExpiresIn. - - Added BehaviorDesigner Task for Player.GetButtonTimedPress. - - Added BehaviorDesigner Task for Player.GetButtonTimedPressDown. - - Added BehaviorDesigner Task for Player.GetButtonTimedPressUp. - - Added BehaviorDesigner Task for Player.GetNegativeButtonTimedPress. - - Added BehaviorDesigner Task for Player.GetNegativeButtonTimedPressDown. - - Added BehaviorDesigner Task for Player.GetNegativeButtonTimedPressUp. - - Added BehaviorDesigner Task for Player.GetButtonShortPress. - - Added BehaviorDesigner Task for Player.GetButtonShortPressDown. - - Added BehaviorDesigner Task for Player.GetButtonShortPressUp. - - Added BehaviorDesigner Task for Player.GetNegativeButtonShortPress. - - Added BehaviorDesigner Task for Player.GetNegativeButtonShortPressDown. - - Added BehaviorDesigner Task for Player.GetNegativeButtonShortPressUp. - - Added BehaviorDesigner Task for Player.GetButtonLongPress. - - Added BehaviorDesigner Task for Player.GetButtonLongPressDown. - - Added BehaviorDesigner Task for Player.GetButtonLongPressUp. - - Added BehaviorDesigner Task for Player.GetNegativeButtonLongPress. - - Added BehaviorDesigner Task for Player.GetNegativeButtonLongPressDown. - - Added BehaviorDesigner Task for Player.GetNegativeButtonLongPressUp. - - Added duration property to BehaviorDesigner Task RewiredPlayerSetAllControllerVibration. - - Added BehaviorDesigner Task RewiredPlayerInputBehaviorGetButtonShortPressTime. - - Added BehaviorDesigner Task RewiredPlayerInputBehaviorGetButtonShortPressExpiresIn. - - Added BehaviorDesigner Task RewiredPlayerInputBehaviorGetButtonLongPressTime. - - Added BehaviorDesigner Task RewiredPlayerInputBehaviorGetButtonLongPressExpiresIn. - - Added BehaviorDesigner Task RewiredPlayerInputBehaviorSetButtonShortPressTime. - - Added BehaviorDesigner Task RewiredPlayerInputBehaviorSetButtonShortPressExpiresIn. - - Added BehaviorDesigner Task RewiredPlayerInputBehaviorSetButtonLongPressTime. - - Added BehaviorDesigner Task RewiredPlayerInputBehaviorSetButtonLongPressExpiresIn. - - Bug Fixes: - - Fixed bug in InputActionEventData.actionName introduced in 1.0.0.91 that causes an exception to be thrown or returns the incorrect Action name. - - Fixed bug in InputActionEventData.actionDescriptiveName introduced in 1.0.0.91 that causes an exception to be thrown or returns the incorrect Action descriptive name. - -1.0.0.92: - - Changes: - - Added ability to set Joystick vibration with a timeout. - - API Changes: - - Added Joystick.SetVibration(int motorIndex, float motorLevel, float duration) overload. - - Added Joystick.SetVibration(int motorIndex, float motorLevel, float duration, bool stopOtherMotors) overload. - - Added Joystick.SetVibration(float leftMotorLevel, float rightMotorSpeed, float leftMotorDuration, float rightMotorDuration) overload. - - Added IControllerVibrator.SetVibration(int motorIndex, float motorLevel, float duration) overload. - - Added IControllerVibrator.SetVibration(int motorIndex, float motorLevel, float duration, bool stopOtherMotors) overload. - - Added XboxOneGamepadExtension.SetVibration(int motorIndex, float motorLevel, float duration) overload. - - Added XboxOneGamepadExtension.SetVibration(int motorIndex, float motorLevel, float duration, bool stopOtherMotors) overload. - - Added XboxOneGamepadExtension.SetVibration(XboxOneGamepadMotorType motor, float motorLevel, float duration) overload. - - Added XboxOneGamepadExtension.SetVibration(XboxOneGamepadMotorType motor, float motorLevel, float duration, bool stopOtherMotors) overload. - - Added DualShock4ControllerExtension.SetVibration(int motorIndex, float motorLevel, float duration) overload. - - Added DualShock4ControllerExtension.SetVibration(int motorIndex, float motorLevel, float duration, bool stopOtherMotors) overload. - - Added DualShock4ControllerExtension.SetVibration(DualShock4MotorType motor, float motorLevel, float duration) overload. - - Added DualShock4ControllerExtension.SetVibration(DualShock4MotorType motor, float motorLevel, float duration, bool stopOtherMotors) overload. - - Added DualShock4ControllerExtension.SetVibration(float leftMotorLevel, float rightMotorLevel, float leftMotorDuration, float rightMotorDuration) overload. - - Added PS4GamepadExtension.SetVibration(int motorIndex, float motorLevel, float duration) overload. - - Added PS4GamepadExtension.SetVibration(int motorIndex, float motorLevel, float duration, bool stopOtherMotors) overload. - - Added PS4GamepadExtension.SetVibration(DualShock4MotorType motor, float motorLevel, float duration) overload. - - Added PS4GamepadExtension.SetVibration(DualShock4MotorType motor, float motorLevel, float duration, bool stopOtherMotors) overload. - - Added PS4GamepadExtension.SetVibration(float leftMotorLevel, float rightMotorLevel, float leftMotorDuration, float rightMotorDuration) overload. - - Bug Fixes: - - Fixed transposed left/right trigger motors in XboxOneGamepadExtension.SetVibration and XboxOneGamepadExtension.GetVibration. - -1.0.0.91: - - Changes: - - OSX Native: Added vibration support for XInput-compatible controllers. (360Controller driver required.) - - OSX Native: Added Enhanced Device Support. Now all the special features of the Sony DualShock 4 work on OSX (wired only). - - Updated included SDL2 libraries to version 2.0.4. Note: Libraries must be reinstalled from the menu Rewired -> Setup -> Install Libraries -> SDL2. - - Added option to use the Ouya Everywhere SDK on Razer Forge TV to the Global Options. - - Made minor optimizations to Action lookups. - - Modified Controller Definitions: - - Xbox 360 Controller - Added Guide button to OSX Native and OSX Fallback definitions. - - Xbox One Controller - Added OSX Native definition. (Separated from Xbox 360 Controller definition.) - - Xbox One Controller - Added OSX Fallback definition. - - Bug Fixes: - - Fixed exception thrown when SDL2 used as the input source on Windows, OSX, and Linux. - - OSX SDL2: SDL2 library update to 2.0.4 fixes a bug which could cause each XInput-compatible controller to appear multiple times if attached at runtime along with other controllers. - - Windows Standalone: Fixed issue where setting vibration every frame on a DualShock 4 caused a drop in frame rate. - - Windows Standalone: Fixed crash when using Logitech MX Anywhere 2 mouse via Bluetooth. - - Windows Standalone: DualShock4 D-Pad no longer returns Up for a few frames after runtime start and device connection. - - Linux Standalone: Joystick.StopVibration now stops vibration when called. - -1.0.0.90: - - API Changes: - - Added ElementAssignmentConflictInfo.controllerMapId property. - - Added ElementAssignmentConflictInfo.actionId property. - - Changed ElementAssignmentConflictInfo contstructor to require controllerMapId and actionId parameters. - - New Controller Definitions: - - Thrustmaster T500 RS Racing Wheel - - Pro Flight Trainer PUMA - - Changed Controller Definitions: - - Split Thrustmaster FFB Wheel into its own definition out of the Thurstmaster T300 RS because multiple Thrustmaster wheels identify themselves as Thrustmaster FFB Wheel when no driver is installed or using the wheel on OSX, Linux, Android, etc. - - Bug Fixes: - - Reverted Windows Standalone mouse fix from 1.0.0.89 when in the Unity Editor due to editor crashes on some systems. The fix still remains for game builds. - -1.0.0.89: - - Changes: - - When loading Controller Maps from saved XML data, ActionElementMaps are now validated to ensure the Action Id referenced still exists and is discarded if not. - - Added Axis Data Format to HardwareJoystickMap - - Updated controller definitions for changes in Fire OS 5. Fire OS versions prior to 5 are no longer supported. - - Changed Controller Definitions: - - Added Amazon Fire TV mapping to Nyko Playpad definition - - Removed Amazon Fire TV definition for the following controllers due to changes to Fire OS 5. The default Android definition will now be used for these controllers on Fire OS. - - 8Bitdo NES30 (joystick mode) - - 8Bitdo NES30 (gamepad mode) - - 8Bitdo SNES30 (joystick mode) - - 8Bitdo SNES30 (gamepad mode) - - GameStick Controller - - MadCatz C.T.R.L.R - - MadCatz Micro C.T.R.L.R - - Moga Hero Power - - Moga Pro Power - - Red Samurai Wireless Gamepad - - Samsung EI-GP20 - - SteelSeries Free - - SteelSeries Stratus XL (HID) - - Bug Fixes: - - Windows Standalone: Fixed very rare issue where left mouse button could get stuck in an on state until clicked again when switching from the desktop back to the application using the task bar when Native Mouse Handling option is enabled. - -1.0.0.88: - - Changes: - - Added PS4 native platform support - - Added DualShock 4 definition for PS4 native - - Added per-platform settings to Rewired Input Manager - - Added "Disable Keyboard" option to per-platform settings in Rewired Input Manager - - Custom Controllers can now be created via scripting - - Added editor log messages in UserDataStore_PlayerPrefs every time data is saved and loaded. - - Added new axis calibration sensitivity options to change calculation of axis sensitivity using a multiplier, raise to power, or an AnimationCurve. - - Windows Standalone: Added workaround for Nvidia Shield Controller bugs caused by new firmware causing extreme stalls when receiving input events in Raw Input. Controller can only work with Use XInput enabled and will not cause stalls. - - API Changes: - - Added ReInput.ConfigHelper.xboxOnePrimaryInputSource property - - Added ReInput.ConfigHelper.ps4PrimaryInputSource property - - Added ReInput.ControllerHelper CreateCustomController(int sourceControllerId) method - - Added ReInput.ControllerHelper CreateCustomController(int sourceControllerId, string tag) method - - Added ReInput.ControllerHelper GetFirstCustomControllerWithSourceId(int sourceId) method - - Added ReInput.ControllerHelper GetFirstCustomControllerWithTag(string tag) method - - Added ReInput.ControllerHelper CustomControllersWithSourceId(int sourceId) method - - Added ReInput.ControllerHelper CustomControllersWithTag(string tag) method - - Added AxisSensitivityType enum - - Added AxisCalibration.sensitivityType property - - Added AxisCalibration.sensitivityCurve property - - Added AxisCalibrationData.sensitivityType field - - Added AxisCalibrationData.sensitivityCurve field - - Added Platforms.PS4.PS4GamepadExtension class - - Added Platforms.PS4.PS4GamepadMotorType enum - - Added Platforms.PS4.LoggedInUser struct - - Modified Controller Definitions: - - Android: Changed L/R trigger mappings on Nyko Playpad to match across different device revisions. - - Android: Changed L/R trigger mappings on Nyko Playpad Pro to match across different device revisions. - - Android: Changed Samsung EI-GP20 definition to match Unity 4.x versions correctly due to mapping changes in various versions of Unity. - - Android: Changed Xiaomi Wireless Game Controller definition to match Unity 4.x versions correctly due to mapping changes in various versions of Unity. - - Bug Fixes: - - Windows Standalone: Fixed errors logged by Unity during Quaternion creating when using Dual Shock 4 when connected via Bluetooth with Enhanced Device Support enabled. - - Windows Standalone: Fixed incorrect Dual Shock 4 Orientation calculation when connected via Bluetooth with Enhanced Device Support enabled. - - Conflict checking no longer returns True when checking a keyboard element assignment against a blank (invalid) keyboard ActionElementMap. - - PlayMaker Integration: Fixed infinite loop in certain Actions when using events. - -1.0.0.87: - - Changes: - - Added Racing Wheel controller template. - - Added HOTAS controller template. - - Added Flight Yoke controller template. - - Added Flight Pedals controller template. - - Added the following controller mappings the Racing Wheel controller template: - - Logitech G25 - - Logitech G27 - - Logitech G29 - - Thrustmaster F430/T100 - - Thrustmaster T150 - - Thrustmaster T300 RS - - Thrustmaster TH8A - - Fanatec Porsche 911 Turbo S - - Saitek Heavy Equipment Wheel & Pedal - - Added the following controller mappings to the HOTAS controller template: - - CH Fighter Stick - - CH Pro Throttle - - Saitek X45 - - Saitek X52 - - Saitek X52 Pro - - Saitek X-55 Rhino Stick - - Saitek X-55 Rhino Throttle - - Saitek JI3 Cyborg 3D Gold - - Mad Catz C.Y.B.O.R.G V1 - - Thrustmaster HOTAS Warthog Joystick - - Thrustmaster HOTAS Warthog Throttle - - Thrustmaster T.1600M - - Thrustmaster T.Flight Hotas X - - Thrustmaster USB Joystick - - Logitech Extreme 3D Pro - - Added the following controller mappings to the Flight Yoke controller template: - - CH Eclipse Yoke - - Saitek Pro Flight Yoke - - Added the following controller mappings to the Flight Pedals controller template: - - CH Pro Pedals - - Saitek Pro Flight Rudder Pedals - - Added inspector warning when editing a Rewired Input Manager prefab instance. - - Added uFS - Flight Simulation Engine integration pack. - - New Controller Definitions: - - Logitech G25 - - Fanatec Porsche 911 Turbo S - - Bug Fixes: - - Added additional PlayerPrefs.Save calls to various public save methods in UserDataStore_PlayerPrefs. - -1.0.0.86: - - Changes: - - Added Rewired.UnityInputOverride class to allow changing UnityInputOverride settings at runtime. - - Thrustmaster Dual Analog 3: Added Left Trigger / Right Trigger mappings to Dual Analog Gamepad Template. - - UFPS Rewired Input Manager prefab: Added default mapping for 3D Rudder. - - New Controller Definitions: - - 3D Rudder - - Thrustmaster TH8A Add-on Shifter - - Thrustmaster T150 Racing Wheel - - Modified Controller Definitions: - - Windows Standalone Raw Input: Fixed Thrustmaster T300RS controller definition missing R2 binding in Variant 1. - - Added Clutch to Thrustmaster T300RS controller definition. - - Changed Logitech G29 controller definition Clutch element identifier type to Axis. - -1.0.0.85: - - Changes: - - Added Unity Input Override script to reroute calls to Unity input to Rewired in most scripts with no code changes required. - - Rewired Standalone Input Module: Updated to include changes to Unity 5.3 Standalone Input Module including incorporating touch input. - - Removed Touch Input Module component from Rewired Event System prefab. - - Updated Control Mapper demo scenes due to changes to the Rewired Standalone Input Module. - - Added controller definition variant system. - - Added Windows Phone 8.1 DLL for building to Windows 8.1 Universal platform. (Requires Unity 5.3.4p2+) - - Getting input for an Action that doesn't exist every frame no longer spams the log. - - API Changes: - - Added Player.ControllerHelper.MapHelper.ContainsMapInCategory(string categoryName) method overload - - Changed Player.ControllerHelper.MapHelper.SetMapsEnabled methods to return the number of maps that changed state. - - Changed Player.ControllerHelper.MapHelper.SetAllMapsMapEnabled methods to return the number of maps that changed state. - - Changed ControllerExtensions.DualShock4ControllerExtension.GetAccelerometerValueRaw method to return unmodified data directly from hardware. - - Added ControllerExtensions.DualShock4ControllerExtension.GetAccelerometerValue method. - - Changed ControllerExtensions.DualShock4ControllerExtension.GetGyroscopeValueRaw method to return unmodified data directly from hardware. - - Added ControllerExtensions.DualShock4ControllerExtension.GetGyroscopeValue method. - - Added ControllerExtensions.DualShock4ControllerExtension.GetLastGyroscopeValue method. - - Added ControllerExtensions.DualShock4ControllerExtension.GetLastGyroscopeValueRaw method. - - Added ControllerExtensions.DualShock4ControllerExtension.GetOrientation method. - - Added ControllerExtensions.DualShock4ControllerExtension.ResetOrientation method. - - Controller Definitions: - - Linux Native: Added SteamOS variant for Microsoft XBox 360 Controller. - - Windows Raw Input: Merged XBox One Controller (Windows 10+) into XBox One Controller definition. - - Windows Direct Input: Merged XBox One Controller (Windows 10+) into XBox One Controller definition. - - Windows Raw Input / Direct Input: Added Thrustmaster T300 RS definition variant for controller with Thrustmaster driver installed. - - Android: Added SteelSeries Stratus XL (Unity 5+ required). - - Android: Added Xiaomi Wireless Game Controller mappings for Unity 5+. - - Android: Merged Samsung EI-GP20 controller definitions for Unity 4.x and Unity 5.x. - - Removed Xbox One Controller (Windows 10+) definition (obsolete). - -1.0.0.84: - - Changes: - - Improved accuracy of button down detection when frame rate is extremely low and a button is pressed and released quickly on all platforms. (Note: XInput, being polling-based, still has the potential for button misses at low frame rates.) - - Bug Fixes: - - OSX Fallback: Fixed bug in Sony Dual Shock 3 controller definition. - - Float XML data is now read correctly when system's current culture expects commas instead of periods for decimal separator. - -1.0.0.83: - - Changes: - - Added Windows 10 Universal (UWP) platform native input support for joysticks. (.NET scripting backend) - - Added Windows 10 Universal (UWP) platform native input support for joysticks. (IL2CPP scripting backend) - - Added Windows 10 Universal (UWP) platform fallback input support for joysticks. - - Control Mapper: Added additional options to theme text settings. - - API Changes: - - Added ReInput.ConfigHelper.windowsUWPPrimaryInputSource property. - - Added Platforms.WindowsUWPPrimaryInputSource enum. - - Added Player.ControllerHelper.MapHelper.GetFirstButtonMapWithAction(Controller controller, int actionId, bool skipDisabledMaps) - - Added Player.ControllerHelper.MapHelper.GetFirstButtonMapWithAction(Controller controller, string actionName, bool skipDisabledMaps) - - Added Player.ControllerHelper.MapHelper.GetFirstAxisMapWithAction(Controller controller, int actionId, bool skipDisabledMaps) - - Added Player.ControllerHelper.MapHelper.GetFirstAxisMapWithAction(Controller controller, string actionName, bool skipDisabledMaps) - - Added Player.ControllerHelper.MapHelper.GetFirstElementMapWithAction(Controller controller, int actionId, bool skipDisabledMaps) - - Added Player.ControllerHelper.MapHelper.GetFirstElementMapWithAction(Controller controller, string actionName, bool skipDisabledMaps) - - Added Player.ControllerHelper.MapHelper.ButtonMapsWithAction(Controller controller, int actionId, bool skipDisabledMaps) - - Added Player.ControllerHelper.MapHelper.ButtonMapsWithAction(Controller controller, string actionName, bool skipDisabledMaps) - - Added Player.ControllerHelper.MapHelper.AxisMapsWithAction(Controller controller, int actionId, bool skipDisabledMaps) - - Added Player.ControllerHelper.MapHelper.AxisMapsWithAction(Controller controller, string actionName, bool skipDisabledMaps) - - Added Player.ControllerHelper.MapHelper.ElementMapsWithAction(Controller controller, int actionId, bool skipDisabledMaps) - - Added Player.ControllerHelper.MapHelper.ElementMapsWithAction(Controller controller, string actionName, bool skipDisabledMaps) - - New Controller Definitions: - - Added Windows UWP Fallback definitions for the following controllers: - Microsoft XBox 360 Controller (Includes many generics/clones, XBox One Controller, etc.) - - Added Windows UWP Native definitions for the following controllers: - 8Bitdo NES30 / FC30 (Bluetooth, Joy Mode) - 8Bitdo NES30 / FC30 (Wired) - 8Bitdo NES30 Pro / FC30 Pro (Bluetooth, Mode 1) - 8Bitdo NES30 Pro / FC30 Pro (Wired) - 8Bitdo SNES30 / SFC30 (Bluetooth, Joy Mode) - 8Bitdo SNES30 / SFC30 (Wired) - 8Bitdo Zero - Amazon Fire Game Controller - Arcade Guns G-500 AimTrak Light Gun - Buffalo BGCFC801 (NES/Famicom Gamepad w/ Turbo) - Buffalo BSGP801 (SNES Gamepad w/ Turbo) - CH Products Eclipse Yoke - CH Products Fighterstick USB - CH Products Pro Pedals - CH Products Pro Throttle - CH Products Throttle Quadrant - Game Elements GGE909 Recoil - GameCube Controller (Mayflash 2-port USB adapter, Mayflash 2-port adapter for WiiU & PC, Mayflash 4-port adapter for WiiU & PC) - GameStick Controller - idroid:con Snakebyte (Mode 1) - idroid:con Snakebyte (Mode 2) - pega BLUETOOTH Classic GamePad (full-size gamepad) - pega Multi-Media Bluetooth Controller - pega Wireless GAMEPAD Controller (mini gamepad) - Logitech Dual Action - Logitech Extreme 3D Pro - Logitech F310 (X mode) - Logitech F310 (D mode) - Logitech F710 (X mode) - Logitech F710 (D mode) - Logitech G27 Racing Wheel - Logitech G29 Driving Force Racing Wheel - Logitech RumblePad 2 USB - Mad Catz C.T.R.L.R - Mad Catz C.Y.B.O.R.G. V1 - Mad Catz Micro C.T.R.L.R - Microsoft XBox 360 Controller (Wired) (Includes many generics/clones) - Microsoft XBox 360 Controller (Wireless) (Includes many generics/clones) - Microsoft XBox One Controller - Moga Hero Power - Moga Pro Power - Nvidia Shield Controller (Wired) - Nyko Playpad - Nyko Playpad Pro - Nyko AirFlo EX - Ouya Gamepad - P.I. Engineering RailDriver - P.I. Engineering XK-24 - PS3 Controller (Gasia Wireless USB Adapter. Includes Trust GXT 39) - PS3 Controller (Mayflash Wireless USB Adapter) - Radio Shack PC Gaming Controller - Razer Serval - Red Samurai Wireless Android Gamepad (G mode) - Saitek Heavy Equipment Control Panel (Pro Farming) - Saitek Heavy Equipment Wheel and Pedals (Pro Farming) - Saitek JI3 Cyborg 3D Gold - Saitek P880 - Saitek P990 - Saitek Pro Flight Cessna Rudder Pedals - Saitek Pro Flight Cessna Trim Wheel - Saitek Pro Flight Combat Rudder Pedals - Saitek Pro Flight Rudder Pedals - Saitek Pro Flight Throttle Quadrant - Saitek Pro Flight TPM Panel - Saitek Pro Flight Yoke System - Saitek X45 Digital Joystick & Throttle - Saitek X52 Flight Control System - Saitek X52 Pro Flight Control System - Saitek X-55 Rhino Stick - Saitek X-55 Rhino Throttle - Samsung EI-GP20 Smartphone Game Pad - Satechi Bluetooth Wireless Universal Gamepad (ST-UBGC) - Sony DualShock 2 (Insten Adapter) - Sony DualShock 2 (My-Power CO., LTD Adapter) - Sony DualShock 4 (Bluetooth) - Sony DualShock 4 (Wired) - SteelSeries FREE - SteelSeries Stratus XL (Windows/Android version) - Thrustmaster Dual Analog 3 - Thrustmaster F430 Racing Wheel - Thrustmaster HOTAS Warthog Joystick - Thrustmaster HOTAS Warthog Throttle - Thrustmaster Score-A - Thrustmaster T.16000M - Thrustmaster T.Flight Hotas X - Thrustmaster T100 Racing Wheel - Thrustmaster T300 RS Racing Wheel - Thrustmaster USB Joystick - VRinsight Ship Console - WiiU Pro Controller (Mayflash Wireless USB adapter) - XiaoMi Wireless Game Controller - Zhidong N (XInput mode) - Zhidong N (Android mode) - Zhidong N (Direct Input mode) - Zhidong V+ (XInput mode) - Zhidong V+ (Direct Input mode) - - Bug Fixes: - - Fixed exception when an unrecognized controller is attached when native input is disabled in a Windows Standalone build. - - Fixed issue causing input event delegate removal to fail in Player.RemoveInputEventDelegate functions. - -1.0.0.82: - - Changes: - - Windows Raw Input: Improved Bluetooth device detection when paired during gameplay. - - Windows Raw Input: Reduced Bluetooth device detection overhead. - - Rewired Input Manager: Added Action list exporter. - - Added Action id property drawer and attribute. - - Changed platform library loading system to include only necessary libraries to reduce project build size on Unity 5.0+ builds. (Unity 4.x still uses Resources system.) - - API Changes: - - Added ActionIdPropertyAttribute - - Added Dev.ActionIdFieldInfoAttribute - - Bug Fixes: - - Windows XInput: Fixed newly introduced bug where exception could be thrown when an XInput controller was disconnected. - - Windows Raw Input: Fixed extremely rare exception thrown when Bluetooth device is not identified properly when paired during gameplay, disconnected, then re-connected. - - New Controller Definitions: - - Thrustmaster Dual Analog 3 - -1.0.0.81: - - New Controller Definitions: - - 8Bitdo Zero (Wireless) - - 8Bitdo SNES30 / SFC30 (Wireless, Joy Mode) - - 8Bitdo SNES30 / SFC30 (Wireless, Mode 1) - - Zhidong N (XInput mode) - - Zhidong N (Direct Input mode) - - Zhidong N (Android mode) - - Zhidong V+ (XInput mode) - - Zhidong V+ (Direct Input mode) - - Satechi ST-UBGC Bluetooth Wireless Universal Gamepad - - Modified Controller Definitions: - - Sony Dual Shock 2 (My-Power CO.) - Removed GUID from matching criteria due to potential mismatching issues. - -1.0.0.80: - - Changes: - - RewiredStandaloneInputModule: Added workaround for Unity issue causing Unity UI navigation to intermittently fail when using the Siri Remote touchpad on tvOS. - - New Controller Definitions: - - P.I. Engineering XK-24 - - 8Bitdo NES30 Pro / FC30 Pro (Wired) - - 8Bitdo NES30 Pro / FC30 Pro (Bluetooth, Mode 1) - - Logitech G29 Driving Force Racing Wheel - - Modified Controller Definitions: - - Changed 8Bitdo NES30 (wired) definition for button layout changes in firmware 2.65, all platforms. - - Changed 8Bitdo NES30 (Joy Mode) definition for button layout changes in firmware 2.65, all platforms. - - Unity 5+: Changed Samsung EI-GP20 definition on Android, Amazon Fire TV to correct for different Right Stick axis mappings in Unity 5.0+. - - Added Linux Native mapping to Logitech G27 definition. - - Bug Fixes: - - Windows App Store (8.0, 8.1): Fixed issue causing exception on initialization. - - Windows Raw Input: Fixed hot-plugging issue on Windows 10 with certain HID devices. - - Windows Raw Input: Steam Raw Input fix now works if Steam is initialized after Rewired. - - Linux Native: Axis -> button hardware definitions mappings no longer fail when source is Axis 0. - - Fixed bug in Saitek X55 Throttle definition on Direct Input. - -1.0.0.79: - - New Controller Definitions: - - Saitek X52 Pro - - Horipad Ultimate HIP-047U Wireless Gamepad - - Modified Controller Definitions: - - Added OSX and OSX Fallback definitions for Logitech Rumble Pad 2 - - Added support for 2-port Mayflash GameCube Controller Adapter for Wii U & PC - - Added support for 4-port Mayflash GameCube Controller Adapter for Wii U & PC - - Removed matching criteria for Saitek X52 Pro from Saitek X52 definition - - Changes: - - Added support for new Amazon Fire TV (2015). - - Bug Fixes: - - XInput no longer throws an exception when Joystick.StopVibration() is called from a controller disconnect event. - - Editor will now use the best available input source available to the editor when in Webplayer build target mode instead of falling back to Unity input. - - Steam Controller fix can now be disabled in Rewired Input Manager. - - Created separate controller definition for Saitek X52 Pro due to hardware differences. - -1.0.0.78: - - New Controller Definitions: - - Mad Catz C.Y.B.O.R.G. V1 - - Saitek Heavy Equipment Wheel & Pedals (Pro Farming) - - Saitek Heavy Equipment Control Panel (Pro Farming) - - Changes: - - Minor optimizations to fallback platform input code. - - Bug Fixes: - - Fixed incorrect Controller.hardwareIdentifier on OSX Standalone platform. - -1.0.0.77: - - Changes: - - Windows: Added workarounds for issue where Steam Controller prevents non-XInput devices from functioning when attached. Optional: Can be set in Rewired Input Manager -> Settings. - - DualShock4ControllerExtension: Exposed Dual Shock 4 touchpad data (currently for Windows only). - - Custom Controller axes can now be set to uncalibrated to allow handling of values outside -1 to +1 range. - - Improved Bluetooth controller connect/disconnect on Windows Standalone when using Raw Input. - - Updated Apple tvOS support for Unity 5.3.0p0 beta. - - New Controller Definitions: - - Thrustmaster Score-A - - XiaoMi Wireless Game Controller - - Modified Controller Definitions: - - Modified Apple TV Remote (2015) definition for changes in Unity 5.3.0p0 beta. - - Added Mad Catz, Inc. Street Fighter IV FightStick TE to Xbox 360 controller definition. - - Added Mad Catz Pro Flight Cessna Rudder Pedals to Saitek Pro Flight Rudder Pedals definition. - - API Changes: - - Added ControllerExtensions.DualShock4ControllerExtension.maxTouches property - - Added ControllerExtensions.DualShock4ControllerExtension.GetTouchId method - - Added ControllerExtensions.DualShock4ControllerExtension.GetTouchPosition method - - Added ControllerExtensions.DualShock4ControllerExtension.GetTouchPositionByTouchId method - - Added ControllerExtensions.DualShock4ControllerExtension.GetTouchPositionAbsolute method - - Added ControllerExtensions.DualShock4ControllerExtension.GetTouchPositionAbsoluteByTouchId method - - Added ControllerExtensions.DualShock4ControllerExtension.Istouching method - - Added ControllerExtensions.DualShock4ControllerExtension.IsTouchingByTouchId method - - Added AxisCalibration.applyRangeCalibration property - - Bug Fixes: - - Fixed issue when changing from Unity as input source to another input source at runtime. - - Control Mapper now displays an Action's Descriptive Name with +/- appended if no Positive Descriptive Name or Negative Descriptive Name have been set. - - Fixed bug in Rewired Input Manager where in rare circumstances two Actions in different Action Categories were allowed to have the same name. - -1.0.0.76: - - New Controller Definitions: - - Linux Native: Nyko Playpad Pro - - Amazon Fire TV: Nyko Playpad Pro - - P.I. Engineering RailDriver (Windows only currently) - - Modified Controller Definitons: - - Apple TV Remote (2015): Added Pitch, Rotate, Acceleration X, Y, Z, and Gravity X, Y, Z axes. - - Changes: - - Added support for more Unity fallback joystick axes in Unity 5+ for upcoming tvOS support. - - Optimized Unity fallback joystick button code for joysticks 5-8 in Unity 5+. - - API Changes: - - Added ControllerExtensions.RailDriverControllerExtension - -1.0.0.75: - - Changes: - - Added Razer Forge TV platform. - - In the Unity Editor, when the build target is set to something other than the native OS platform, the chosen input source for the current Editor platform is loaded instead of falling back to Unity input. - - New Controller Definitions: - - SteelSeries Nimbus (MFi) - - Apple TV Remote (2015 model) - - Razer Forge TV: Razer Serval - - Saitek Combat Pedals - - New Linux Native Definitions: - - CH Products Pro Throttle - - CH Products FighterSitck - - CH Products Eclipse Yoke - - CH Products Pro Pedals - - Saitek Pro Flight Throttle Quadrant - - Saitek Pro Flight Cessna Trim Wheel - - Saitek Pro Flight TPM Panel - - Saitek X45 Digital Joystick & Throttle - - Saitek X-55 Rhino Stick - - Saitek X-55 Rhino Throttle - - Saitek JI3 Cyborg 3D Gold - - Saitek Pro Flight Yoke - - Saitek Pro Flight Rudder Pedals - - ThrustMaster T16000M - - ThrustMaster T.Flight Hotas X - - Thrustmaster HOTAS Warthog Joystick - - Thrustmaster HOTAS Warthog Throttle - - Logitech Extreme 3D Pro - - VRinsight Ship Console - - Arcade Guns G-500 AimTrak Light Gun - - API Changes: - - Added ReInput.ConfigHelper.osxStandalonePrimaryInputSource property. - - Added ReInput.ConfigHelper.linuxStandalonePrimaryInputSource property. - - Added ReInput.ConfigHelper.disableNativeInput property. - - Added ReInput.ConfigHelper.android_supportUnknownGamepads property. - - Added ReInput.ConfigHelper.defaultJoystickAxis2DDeadZoneType property. - - Added ReInput.ConfigHelper.autoAssignJoysticks property. - - Added ReInput.ConfigHelper.maxJoysticksPerPlayer property. - - Added ReInput.ConfigHelper.distributeJoysticksEvenly property. - - Added ReInput.ConfigHelper.assignJoysticksToPlayingPlayersOnly property. - - Added ReInput.ConfigHelper.reassignJoystickToPreviousOwnerOnReconnect property. - - Bug Fixes: - - Raw Input: Fixed incorrect Stick Rotate mapping on ThrustMaster T16000M. - - Raw Input: Fixed incorrect Yoke Z mapping on Saitek Pro Flight Yoke. - - Amazon Fire TV now uses Amazon Fire TV controller definitions if available instead of Android. - -1.0.0.74: - - Changes: - - OSX Native: Now supports pressure-sensitive buttons on MFi controllers. - - New Controller Definitions: - - OSX Native: SteelSeries Stratus XL (MFi) - - API Changes: - - Added Controller.Button.isPressureSensitive property - - Added Controller.Button.pressure property - - Added Controller.Button.pressurePrev property - -1.0.0.73: - - Changes: - - Added SDL2 input source option for Windows Standalone, OSX Standalone, and Linux Standalone. - - Added option to choose input source(s) by platform in Rewired Input Manager. - - Input source now falls back to Unity Input when in Xbox One mode in the Unity editor. - - Added support for Guide button on XInput devices on Windows when using XInput. - - Added Default Joystick Dead Zone Type option to Rewired Input Manager. - - RewiredStandaloneInputModule now continues to work when destroying a Rewired Input Manager and instantiating a new one. - - New Controller Definitions: - - Razer Serval - - Linux Native: XBox One Controller - - Linux Fallback: XBox One Controller - - Many new SDL2 Game Controller mappings (Windows, OSX, Linux, when using SDL2 as input source) - - Bug Fixes: - - ActionElementMap.actionCategoryId has been deprecated. Will be removed in a future release. - - Native HID device failure on OSX is handled more gracefully. - -1.0.0.72: - - Changes: - - Changed handling of multiple Rewired Input Managers in a scene. Now when a level is loaded an additional Rewired Input Manager is found, it will just be automatically deleted instead of throwing an error. This is to simplify the process and allow each level to have a Rewired Input Manager prefab instance without requiring an instantiator script. - - Added tracking of the individual input sources that contribute to the combined value of an Action. - - API Changes: - - Added Player.GetCurrentInputSources methods - - Added Player.IsCurrentInputSource methods - - Added InputActionEventData.GetCurrentInputSources methods - - Added InputActionEventData.IsCurrentInputSource methods - - Bug Fixes: - - Fixed incorrect mapping of L1/R2 and L2/R2 on Sony DualShock 4 when using Enhanced Device Support in Windows Standalone. - -1.0.0.71: - - Changes: - - Added native joystick support for Linux Standalone platform - - Full intelligent hot-plugging support - - More than 20 buttons and axes per joystick for advanced controllers and HOTAS setups - - Vibration for XBox 360 controllers (and other compatible controllers) - - Tested under Ubuntu 12.04 amd64, Ubuntu 14.04 x86/amd64, Ubuntu 15.04 amd64, and Mint 17.2 amd64 - - Works in Unity 4.x and 5.x - - Added Android: Support Unknown Gamepads option in Rewired Input Manager settings to allow auto-detection of unknown gamepads on Android. (Limitations apply, see documentation for details.) - - Added additional Behavior Designer tasks - - Added icon to Behavior Designer tasks - - Changed display names of Behavior Designer tasks - - New Controller Definitions: - - SteelSeries Stratus XL (Windows / Android version) - - Thrustmaster T300 RS (PS3 mode only) - - Standardized Gamepad - - New Controller Definitions for Linux Standalone (Native): - - Microsoft XBox 360 Controller (Wired) (Includes many generic/clones) - - Sony DualShock 3 - - Sony DualShock 4 - - Logitech F310 (X and D modes) - - Logitech F710 (X and D modes) - - Logitech Dual Action - - Saitek P880 - - Saitek P990 - - Game Elements GGE909 Recoil - - Nyko AirFlo EX - - Radio Shack PC Gaming Controller - - SteelSeries FREE - - SteelSeries Stratus XL - - Moga Hero Power - - Moga Pro Power - - GameStick Controller - - Amazon Fire Game Controller - - Google Nexus Player Gamepad - - Nvidia Shield Controller (Wired) - - PS3 Controller (Gasia Wireless Adapter, includes Trust GXT 39) - - Red Samurai Wireless Android Gamepad - - Samsung EI-GP20 Smartphone Game Pad - - 8Bitdo NES30 (Wired) - - 8Bitdo NES30 (Bluetooth, Mode 1) - - 8Bitdo NES30 (Bluetooth, Joy Mode) - - Nyko Playpad - - pega Wireless GAMEPAD Controller - - pega Multi-Media Bluetooth Controller - - idroid:con Snakebyte (Mode 1) - - idroid:con Snakebyte (Mode 2) - - GameCube Controller (Mayflash 2-port USB adapter) - - Saitek X52 - - API Changes: - - Added ReInput.GetFirstJoystickTemplateElementIdentifier method - -1.0.0.70: - - Changes: - - Windows Standalone: Native Mouse Handling mode now respects Windows Control Panel "Switch Primary and Secondary Buttons" setting. - -1.0.0.69: - - New Controller Definitions: - - Moga Hero Power (HID) - - Moga Pro Power (HID) - - New Integrations: - - PlayMaker - - Behavior Designer - -1.0.0.68: - - New Controller Definitions: - - Samsung Smartphone Game Pad (EI-GP20) - - Mayflash Wireless PS3 Adapter - - Mayflash Wireless WiiU Pro Controller Adapter - - API Changes: - - Added ReInput.Reset method - - Added ReInput.configuration property - - Added ReInput.ConfigHelper class - - Added Joystick.vibrationMotorCount property - - Added IControllerVibrator.GetVibration method - - Added RewiredStandaloneInputModule.UseAllRewiredGamePlayers property. - - Added RewiredStandaloneInputModule.UseRewiredSystemPlayer property. - - Added RewiredStandaloneInputModule.RewiredPlayerIds property. - - Added RewiredStandaloneInputModule.MoveOneElementPerAxisPress property. - - Added DualShock4ControllerExtension class. - - Added DualShock4MotorType enum. - - Changes: - - Input source settings can now be changed at runtime through ReInput.configuration object. - - Added option to RewiredUFPSInputHelper to stabilize joystick look sensitivity in UFPS regardless of framerate. - - Reduced axis deadzones on Saitek P990. - - Added Repeat Delay option to RewiredStandaloneInputModue. - - RewiredStandaloneInputModule detects mobile device platforms more accurately. - - Xbox One controller vibration continues until manually stopped on Windows Standalone (XInput) - - Sony DualShock 4 controller now supports vibration, light control, accelerometer, gyroscope, and battery level in Windows Standalone (Raw Input only) (preliminary implementation) - - Added Enhanced Device Support option to Rewired Input Manager -> Settings - - Bug Fixes: - - Fixed issue in Digital Axis Snap handling when pressing opposing axes simultaneously. - - Filters out joysticks named "Empty" on PS4 platform. - - Fixed controller matching issue on Ouya platform. - - Fixed issue on Xbox One platform where controllers could be connected with invalid identifying information from Unity causing the controller to show up as an Unknown Controller. - -1.0.0.67: - - New Controller Definitions: - - PS3 Controller (Gasia Wireless Adapter) - Includes Trust GXT 39 gamepad. - - Changes: - - Control Mapper now searches for any Rewired Input Manager in the scene when first initialized. - - Changed listbox colors in the Rewired Editor. - -1.0.0.66: - - Changes: - - Added Microsoft Xbox One (Windows 10+) controller definition due to new driver changes in Windows 10 that affect the element layout. - - Reduced size of default deadzone on XBox One controller sticks. - -1.0.0.65: - - Changes: - - Added allowMouseInput and allowMouseInputIfTouchSupported to RewiredStandaloneInputModule to filter out mouse control to prevent conflicts with TouchInputModule on devices with touchscreens. - - Installer now adds entries to the Unity input manager instead of replacing the entire file. - - Bug Fixes: - - D-Pads now work correctly on the XBox One platform. - -1.0.0.64: - - Changes: - - Exceptions that occur in user event handler code are handled more gracefully. - - Bug Fixes: - - Control Mapper now unsubscribes from input events when destroyed. - - Fixed hot-plugging issue in 64-bit builds on Windows. - -1.0.0.63: - - Changes: - - Added support for Unity pre-configured joysticks on Linux platform. - - Added Linux pre-configured controller definitions for: - - Sony Dual Shock 3 - - Sony Dual Shock 4 - - Unity Preconfigured Gamepad (any other pre-configured gamepad) - - Added Guide button to Microsoft Xbox 360 Controller definition. - - Added Guide button mapping to Dual Analog Gamepad Template for Microsoft Xbox 360 Controller. - -1.0.0.62: - - Changes: - - Patched RewiredStandaloneInputModule for undocumented change Unity made to PointerInputModule.GetMousePointerEventData in Unity 5.1.2p1 - - Bug Fixes: - - Fixed initialization issue on Xbox One platform. - -1.0.0.61: - - API Changes: - - Added ReInput.ControllerHelper.keyboardEnabled - - Changes: - - Improved performance of joystick input on Unity fallback platforms. - -1.0.0.60: - - Changes: - - Added Control Mapper, ready-to-use, customizable control remapping system. - - Added UserDataStore system for saving and loading control configuration data. Can be customized to use any data storage system you choose. - - Added UserDataStore_PlayerPrefs component for simple saving and loading of control configuration data using PlayerPrefs. - - Added Axis2D element which binds two axes together as an 2D axis so deadzone can be computed from the combined axes. - - All recognized game controllers updated with Axis2D on all joysticks on all platforms. - - All joysticks in recognized controllers now use a radial deadzone. - - Added Compound Element to Hardware Joystick Map. - - API Changes: - - Added Controller.Axis2D class - - Added Controller.Element.isMemberElement property - - Added Player.GetAxis2D method - - Added Player.GetAxis2DPrev method - - Added Player.GetAxis2DRaw method - - Added Player.GetAxis2DRawPrev method - - Added CompoundControllerElementType enum - - Added ControllerElementIdentifier.compoundElementType property - - Added ControllerElementType.CompoundElement - - Added InputBehavior.ImportData method - - Added UserDataStore class - - Added UserDataStore_PlayerPrefs class - - Added Interfaces.IUserDataStore interface - - Added ReInput.userDataStore property - -1.0.0.59: - - API Changes: - - Added ControllerMap.DeleteElementMapsWithAction - - Added ControllerMap.DeleteButtonMapsWithAction - - Added ControllerMapWithAxes.DeleteAxisMapsWithAction - - Added InputBehavior.Reset - - Changes: - - Changed Saitek P990 FPS button mapping in Dual Analog Gamepad Template from Center 2 to Center 1. - - Bug Fixes: - - Fixed XML string output always returning 0 bytes on WSA platform. - -1.0.0.58: - Changes: - - Removed null product name on Sony DualShock 3 on Android platform due to possible matching conflicts. - - Android, Amazon Fire TV, and PS4 platforms now ignore joysticks with null names to account for Unity's changed handling of removed joysticks on these platforms. - - Android and Amazon Fire TV platforms now ignore joysticks with "keyboard" in the name to filter out keyboards. - - Bug Fixes: - - Separated Amazon Fire TV Remote controller definition for Android and Amazon Fire TV platforms and fixed buttons assignments. - - Amazon Fire TV Stick platform now correctly detected. - -1.0.0.57: - - Changes: - - Improved Xbox One platform support -- includes vibration. - - Added Xbox One platform. - - Moved OuyaInputSource.cs into the project. Installation step is no longer required. - - Microsoft Xbox One gamepad controller definition now uses individual trigger axes on Xbox One fallback platform. - - Added Amazon Fire TV as a separate platform due to mapping differences vs Android. - - Added the following controller definitions for Amazon Fire TV platform: - - Amazon Fire Game Controller - - Google Nexus Player Gamepad - - Microsoft XBox 360 Controller (wired) - - Microsoft XBox 360 Controller (wireless) - - Sony DualShock 4 - - Mad Catz C.T.R.L.R - - Mad Catz C.T.R.L.R Micro - - Red Samurai Gamepad (G mode) - - SteelSeries FREE - - 8Bitdo NES30 (Bluetooth, Mode 1) - - 8Bitdo NES30 (Bluetooth, Joy Mode) - - Ouya Gamepad - - GameStick Controller - - Added default Placeholder path in Windows App Store DLL for Unity 5+. - - API Changes: - - Added Controller.Extension class - - Added Controller.extension property - - Added Controller.GetExtension() method - - Added Joystick.systemId property - - Added Joystick.unityId property - - Added Joystick.SetVibration(int motorIndex, float motorLevel) method - - Added Joystick.SetVibration(int motorIndex, float motorLevel, bool stopOtherMotors) method - - Added ReInput.TimeHelper class - - Added ReInput.time property - - Added Interfaces.IControllerVibrator interface - - Added Platforms.XboxOne.XboxOneGamepadExtension class - - Added Platforms.XboxOne.XboxOneGamepadMotorType enum - - Added Platforms.XboxOne.XboxOneGamepadVibration struct - - Bug Fixes: - - Removed all Dictionary usage due to memory allocation bug in iOS Dictionary handling. Now allocates no memory on normal updates in iOS. - - Fixed rare joystick matching issue on Unity fallback platforms and Custom platforms. - - Fixed rare crash in Windows 64-bit builds and 64-bit editor. - - Fixed Windows input sources failing to initialize on certain systems in the Unity editor. - - Fixed product name on Google Nexus Player remote controller definition. - - Fixed Game Controller Back and Menu button assignments on Android platform. - -1.0.0.56: - - Bug Fixes: - - Fixed rare error that caused joysticks to fail to initialize properly in Raw Input in the 64-bit Unity editor and 64-bit builds. - -1.0.0.55: - - Bug Fixes: - - Added workaround for new Unity type casting bug in Windows Universal mode in the editor introduced in Unity 5.1. - -1.0.0.54: - - Changes: - - Added more detailed debug code to track down a rare issue in Raw Input. - -1.0.0.53: - - Bug Fixes: - - Malfunctioning HID devices in Raw Input will no longer cause all input to stop functioning. - -1.0.0.52: - - Changes: - - Removed dynamic platform DLL switching system due to bugs with no workarounds in Unity's command line batch building system. - - Player.ControllerHelper.MapHelper.LoadMap now copies existing map.enabled state if loading over an existing map in the same category and layout. - - API Changes: - - Added Player.ControllerHelper.MapHelper.LoadMap(int controllerId, int categoryId, int layoutId, bool startEnabled) - - Added Player.ControllerHelper.MapHelper.LoadMap(int controllerId, string categoryName, string layoutName, bool startEnabled) - - Added Player.ControllerHelper.MapHelper.LoadMap(ControllerType controllerType, int controllerId, int categoryId, int layoutId, bool startEnabled) - - Added Player.ControllerHelper.MapHelper.LoadMap(ControllerType controllerType, int controllerId, string categoryName, string layoutName, bool startEnabled) - - Added Player.ControllerHelper.MapHelper.AddMap(int controllerId, ControllerMap map, bool startEnabled) - - Added Player.ControllerHelper.MapHelper.AddMap(Controller controller, ControllerMap map, bool startEnabled) - - Added Player.ControllerHelper.MapHelper.AddMap(ControllerType controllerType, int controllerId, ControllerMap map, bool startEnabled) - - Deprecated Rewired.Editor.PlatformModeChanger.SyncToBuildTarget - - Bug Fixes: - - Removed duplicate element identifiers in Thrustmaster T.Hotas Flight X controller definition. - - Removal of dynamic platform DLL switching should eliminate all command line building issues. - -1.0.0.51: - - API Changes: - - Added AxisCalibration.sensitivity - - Added AxisCalibrationData.sensitivity - - Added Player.GetAnyButton - - Added Player.GetAnyButtonDown - - Added Player.GetAnyButtonUp - - Added Player.GetAnyButtonPrev - - Added Player.GetAnyNegativeButton - - Added Player.GetAnyNegativeButtonDown - - Added Player.GetAnyNegativeButtonUp - - Added Player.GetAnyNegativeButtonPrev - - Added ReInput.ControllerHelper.GetAnyButton - - Added ReInput.ControllerHelper.GetAnyButtonDown - - Added ReInput.ControllerHelper.GetAnyButtonUp - - Added ReInput.ControllerHelper.GetAnyButtonPrev - - Added Controller.GetAnyButton - - Added Controller.GetAnyButtonDown - - Added Controller.GetAnyButtonUp - - Added Controller.GetAnyButtonPrev - - Bug Fixes: - - Fixed issue causing joystick connect/disconnect events to fail if game window was detached in the Windows editor when Play mode was started when using native input sources. - -1.0.0.50: - - Bug Fixes: - - Fixed Native Mouse Support not functioning in Windows in Unity editor in Unity 5.1.0 Beta 3+ - -1.0.0.49: - - API Changes: - - Added Rewired.Editor.PlatformModeChanger.SyncToBuildTarget - - Bug Fixes: - - Command Line building now works as expected. - -1.0.0.48: - Bug Fixes: - - Fixed bugs in Player.ControllerHelper.MapHelper causing issues when multiple controllers are assigned to the same player. - - Fixed issue causing device connect/disconnect notifications to fail in the Unity editor on Windows (Raw Input) when the editor Build or Preferences windows are open. - -1.0.0.47: - New Controller Definitions: - - Thrustmaster F430/T100 Racing Wheel - - Changes: - - Improved performance of all editor windows. - -1.0.0.46: - New Controller Definitions: - - Saitek X52 / X52 Pro Flight Control System - - Modified Controller Definitions: - - Added mouse nub support to Saitek X55 Rhino Throttle. - - Changes: - - Added option to exclude a Player from joystick auto-assignment in the Rewired Editor. - - Changed RawInput to detect additional axes. - - Changed OSX Native to detect additional axes. - * IMPORTANT * If you've created your own controller definitions, be sure to verify and update the axis and button count values for Raw Input and OSX native in the Matching Criteria as this update may cause the axis and/or button count to return more elements than before. - - API Changes: - - Added Player.ControllerHelper.excludeFromControllerAutoAssignment. - - Bug Fixes: - - Recognized controllers with no joystick maps defined no longer load Unknown Controller map. - - Joysticks are no longer assigned back to the previous owner on re-connect if Auto-Assign Joysticks is disabled. - -1.0.0.45: - New Controller Definitions: - - Mad Catz Micro C.T.R.L.R - - Buffalo BSGP801 Classic USB Gamepad (SNES) - - API Changes: - - Added ReInput.MappingHelper.UserAssignableActionsInCategory(int categoryId, bool sort) - - Added ReInput.MappingHelper.UserAssignableActionsInCategory(string categoryName, bool sort) - - Added ReInput.MappingHelper.ActionsInCategory(int categoryId, bool sort) - - Added ReInput.MappingHelper.ActionsInCategory(string categoryName, bool sort) - - Added Player.ControllerHelper.MapHelper.AddEmptyMap(int controllerId, string categoryName, string layoutName) - - Added Player.ControllerHelper.MapHelper.AddEmptyMap(ControllerType controllerType, int controllerId, string categoryName, string layoutName) - - Bug Fixes: - - Fixed issue on OSX when hot-plugging with multiple identical controllers. - - Fixed issue with ReInput.MappingHelper.UserAssignableActionsInCategory. - - Fixed issue with ReInput.MappingHelper.UserAssignableActions. - - Fixed error in Sony PlayStation Vita controller definition. - - Other: - - Re-enabled Windows App Store installer for Unity 5.0.1+ due to critical bug fix in Unity 5.0.1 that allows Windows App Store support to work again. - -1.0.0.44: - New Controller Definitions: - - Thrustmaster HOTAS Warthog Joystick - - Thrustmaster HOTAS Warthog Throttle - - Thrustmaster USB Joystick - - Saitek Pro Flight Cessna Trim Wheel - - Buffalo FC-801 Famicom USB gamepad - - Bug Fixes: - - Fixed rare axis calculation issue in RawInput for certain joysticks. - -1.0.0.43: - Changes: - - Fixed incorrect mappings on Dual Shock 4 controller on PS4. - - Added workaround for issue with Unity 5 DLL importer settings on platforms not supported in retail Unity distribution (PS4, XBox One, etc.) where these platforms would throw compiler errors on build because the platform checkboxes could not be enabled in Rewired_Core.dll importer by default due to Unity metadata limitations. - -1.0.0.42: - API Changes: - - Added ControllerMap.ClearElementMaps. - - Added ControllerMapWithAxes.ClearElementMaps. - - Bug Fixes: - - Fixed bug in controller axis polling detection. - -1.0.0.41: - New Controller Definitions: - - Saitek JI3 Cyborg 3D Gold - - Changes-: - - Added Axis Moves One Item option to RewiredStandaloneInputModule to make axes move to the next UI element without scrolling through multiple elements as the axis is held. - - Added mappings for Sony DualShock 4 on PS4 platform. - - API Changes: - - Added ReInput.ControllerHelper.PollingHelper.PollAllControllersForAllButtonsDown - - Added ReInput.ControllerHelper.PollingHelper.PollControllerForAllButtonsDown - - Added ReInput.ControllerHelper.PollingHelper.PollAllControllersForFirstButtonDown - - Added ReInput.ControllerHelper.PollingHelper.PollAllControllersOfTypeForFirstButtonDown - - Added ReInput.ControllerHelper.PollingHelper.PollControllerForFirstButtonDown - - Added ReInput.ControllerHelper.PollingHelper.PollAllControllersForFirstElementDown - - Added ReInput.ControllerHelper.PollingHelper.PollAllControllersOfTypeForFirstElementDown - - Added ReInput.ControllerHelper.PollingHelper.PollControllerForFirstElementDown - - Added ReInput.ControllerHelper.PollingHelper.PollAllControllersForAllElementsDown - - Added ReInput.ControllerHelper.PollingHelper.PollControllerForAllElementsDown - - Added ControllerWithMap.PollForAllButtonsDown - - Added ControllerWithMap.PollForAllElementsDown - - Added ControllerWithAxes.PollForAllElementsDown - - Added Player.ControllerHelper.PollingHelper.PollControllerForAllButtonsDown - - Added Player.ControllerHelper.PollingHelper.PollControllerForAllElementsDown - - Added Player.ControllerHelper.PollingHelper.PollAllControllersOfTypeForFirstButtonDown - - Added Player.ControllerHelper.PollingHelper.PollAllControllersOfTypeForAllButtonsDown - - Added Keyboard.PollForAllKeysDown - - Bug Fixes: - - Fixed issue with invalid strings when a joystick returns an invalid product name in Raw Input. - - Fixed issue with negative axis detection in RewiredStandaloneInputModule. - - ControllerWithAxes.PollForAllAxes now works correctly. - -1.0.0.40: - Changes: - - Updated Windows fallback handling to account for changes to UnityEngine.Input.GetJoystickNames released in Unity 5.0.0p1 to improve hot-plugging in Webplayer and Windows Standalone if not using native input sources. - -1.0.0.39: - New Controller Definitions: - - GameCube Controller (requires Mayflash 2-port USB adapter) - - Changes: - - Axis values very near 1 or -1 are now rounded to the whole number. - - Bug Fixes: - - Added workaround for a Unity 5 bug that caused editor crashes in Windows when recompiling scripts in the editor in Play mode with Native Mouse Input enabled. - -1.0.0.38: - Changes: - - Separated OnGUI call in InputManager_Base into a separate optional component to eliminate memory allocations generated by calling OnGUI in the script. - - Added OnGUIHelper class to manage OnGUI updates. - - Set OnGUIHelper script execution order on install/update. - - OnGUI update in Rewired Input Manager -> Settings now starts disabled. - -1.0.0.37: - Changes: - - Published separate Unity 5 branch. - - Added WebGL support. - - Added workarounds for bugs in IL2CPP conversion. - - Added CustomControllersTilt example. - - Bug Fixes: - - Fixed exception thrown when the Rewired folder is moved into the Plugins or StandardAssets folder. - - Fixed exception thrown in some versions of Unity when the editor script runs before compilation is complete. - - Fixed errors in Nyko Playpad and Nyko Playpad Pro definitions showing incorrect names in the Rewired Editor. - -1.0.0.36: - New Controller Definitions: - - Nyko Playpad - - Nyko Playpad Pro - - SteelSeries FREE - - Changed Controller Definitions: - - Added Windows Raw Input, Direct Input, OSX Native, and Linux mappings to Amazon Fire Game Controller definition. - - Added Game Circle button to Amazon Fire Game Controller definition. - - Added Back, Menu, and Game Circle to Amazon Fire Game Controller in Dual Analog Gamepad Template. - - Removed Windows Fallback mapping for Mad Catz C.T.R.L.R due to non-specific device name string causing possible incorrect device identification. - - Removed Windows Fallback mapping for 8bitdo NES30 due to non-specific device name string causing possible incorrect device identification. - - Modified Raw Input handling of axes that return invalid min/max data in the HID report. - - Modified OSX Native handling of axes that return invalid min/max data in the HID report. - - Bug Fixes: - - HardwareJoystickTemplateMap editor now increments Element Identifier ids correctly when created new entries. - -1.0.0.35: - New Controller Definitions: - - pega Multi-Media Bluetooth Controller - - Thrustmaster T.16000M - - Saitek Pro Flight Throttle Quadrant - - Changes: - - When enabling the first controller map that contains an Action mapped to a button that is currently being held down, GetButtonDown will no longer return TRUE during the frame the map is enabled. - - When disabling the last controller map that contains an Action mapped to a button that is currently being held down, GetButtonUp will no longer return TRUE during the frame the map is disabled. - - Bug Fixes: - - Double-click and GetButtonDownBuffer timers now use unscaled time. - -1.0.0.34: - New Platform Support: - - Added OUYA platform support. (Requires OUYA Everywhere SDK Unity plugin.) - - New Controller Definitions: - - Saitek X45 Digital Joystick & Throttle - - Changes: - - Raw Input now filters out devices with no elements. - - OSX Native now filters out devices with no elements. - - OSX Native now filters out multiple redundant devices being returned for a single device. - - Controller Definition Changes: - - Removed Sabrent 12-button Gamepad / DR Gamepad definition from ControllerDataFiles. Reason: The identifying information returned by this controller matches dozens of gamepads made by Dragon Rise, Inc., each with varying controller layouts and elements. To fully support all these devices, the definition has been removed so as to prevent incorrect controller identification. The user may still map these controllers through manual user mapping. - - Added Google Nexus Player Gamepad mappings for OSX Native, OSX Fallback, and Linux. - - Added Power button mapping to Google Nexus Player Gamepad on Android platform. - - Added Back button mapping to Google Nexus Player Gamepad in Dual Analog Gamepad Template. - -1.0.0.33: - Changes: - - Added GameStick Controller definitions for Raw Input and Linux. - - Updated Windows fallback handling to account for announced changes to UnityEngine.Input.GetJoystickNames scheduled for release in Unity 4.6.3p1 to improve hot-plugging in Webplayer and Windows Standalone if not using native input sources. - - Added filtering to remove devices that return "keyboard" in the name on Linux platform. (Unity input bug reporting keyboards as joysticks.) - - Changed ControlRemappingDemo1 example to check ReInput.unityJoystickIdentificationRequired and only show the fallback joystick identification dialog box on platforms that require it. - - Changed FallbackJoystickIdentificationInfo example to check ReInput.unityJoystickIdentificationRequired and only show the fallback joystick identification dialog box on platforms that require it. - - API Changes: - - Added ReInput.unityJoystickIdentificationRequired. (Note: You can now check this value before requiring users to manually identify their joysticks on fallback platforms. If false, no manual identification is required on that platform and Unity version.) - -1.0.0.32: - New Controller Definitions: - - Saitek Pro Flight Yoke System - - Saitek Pro Flight TPM Panel - - Saitek Pro Flight Rudder Pedals - - CH Products Pro Throttle - - Thrustmaster T.Hotas Flight X - - VRinsight Ship Console - - Sony DualShock 2 (alternate profile using My-Power CO., LTD PS2 adapter) - - Changes: - - Changed RawInput axis detection to include axes in Simulation Controls usage page. - - Changed RawInput button detection to include buttons in Consumer usage page. - - Changed OSX Native axis detection to include axes in Simulation Controls usage page. - - Changed OSX Native button detection to include buttons in Consumer usage page. - - * IMPORTANT * If you've created your own controller definitions, be sure to verify and update the axis and button count values for Raw Input and OSX Native in the Matching Criteria as this update may cause the axis and/or button count to return more elements than before. - - - Changed Raw Input Unknown Controller definition to include added axes. - - Changed default axis deadzone from 0.25 to 0.1 in Unknown Controller definition. - - Added L/R triggers, Back, Home, Start, Nvidia Button to Nvidia Shield definition in Raw Input. - - Added OSX Native definition for Nvidia Shield controller. - - Added Nvidia Shield Back button mapping in Dual Analog Template. - - Changed Saitek P880 Shift button mapping to Center 2 in Dual Analog Template. - - Changed Saitek P990 FPS button mapping to Center 2 in Dual Analog Template. - - Changed 8bitdo NES30 Raw Input definition to match new axis count. - - Changed Mad Catz C.T.R.L.R Raw Input definition to match new axis count. - - Added Native OSX definition for Mad Catz C.T.R.L.R (PC mode). - - Changed Raw Input HardwareJoystickMap to include other axes outside the fixed set of Direct Input axes and removed Direct Input only axes. - - Various changes to HardwareJoystickMap data storage structure for Raw Input and Direct Input to accommodate differences. - - Bug Fixes: - - Fixed L/R triggers in NVidia Shield definition in Direct Input. - - Fixed Raw Input handling of axes that return signed values in the HID report. - - Fixed OSX Native handling of axes that return invalid min/max data in the HID report. - - Fixed incorrect button assignments on Nvidia Shield definition for Raw Input. - -1.0.0.31: - Changes: - - Raw Input will now fall back to Direct Input if it fails to initialize on Windows Standalone platform. - - Direct Input will now fall back to Raw Input if it fails to initialize on Windows Standalone platform. - - XInput now falls back to older or newer versions of XInput if XInput 1.3 is not installed. Now works out of the box on Windows Vista, 7, and 8 without additional dependencies. (Note: If XInput 1.3 is not installed, all XInput controllers will be detected as gamepads.) - - Windows Standalone platform dependencies are now optional. - - Minor performance improvements. - - Bug Fixes: - - Fixed Awake warning in RewiredInputManager.cs - - Fixed crash when failing to initialize native input sources on Windows Standalone platform. - - Fixed crash when running Windows Standalone build in a sandbox. - - Fixed Raw Input support for Windows Standalone Platform in Windows XP. - - Fixed HardwareJoystickMap serialized data null reference exceptions in certain versions of Unity. - -1.0.0.30: - API Changes: - - Added ReInput.MappingHelper.GetJoystickMapInstance - - Added ReInput.MappingHelper.GetKeyboardMapInstance - - Added ReInput.MappingHelper.GetMouseMapInstance - - Added ReInput.MappingHelper.GetCustomControllerMapInstance - -1.0.0.29: - New Controller Definitions: - - 8Bitdo NES30 Gamepad - - Modified Controller Definitions: - - Disabled definition for pega Wireless GAMEPAD Controller in Direct Input and Windows Fallback due to identification conflicts. Raw Input now works for this controller due to Bluetooth enhancements. - - Disabled definition for pega BLUETOOTH Classic GamePad in Direct Input and Windows Fallback due to identification conflicts. Raw Input now works for this controller due to Bluetooth enhancements. - - Fixed definition for Mad Catz C.T.R.L.R on Direct Input. - - Added editor controller names to and refined public names of various controller definitions. - - Changes: - - Made Bluetooth controller identification more robust in Windows Raw Input platform to be able to better identify certain Bluetooth controllers. - - Added Editor Controller Name to HardwareJoystickMap to allow displaying a different controller name in the Rewired Editor for developer use. - - Added Split Axis to HardwareJoystickTemplateMap to allow mapping an axis to two buttons through a template. - - API Changes: - - Added ReInput.MappingHelper.GetLayout(ControllerType controllerType, int layoutId) - - Added ReInput.MappingHelper.GetLayout(ControllerType controllerType, string name) - - Added ReInput.MappingHelper.GetLayoutId(ControllerType controllerType, string name) - - Deprecated Player.ControllerHelper.MapHelper.SetMapsEnabled(bool state, int categoryId, int layoutId) - - Bug Fixes: - - ReInput.MappingHelper.MapLayouts(ControllerType controllerType) can now return CustomController layouts. - - Player.ControllerHelper.MapHelper.SetMapsEnabled(bool state, string categoryName, string layoutName) now works correctly. - - Player.ControllerHelper.MapHelper.SetMapsEnabled(bool state, ControllerType controllerType, string categoryName, string layoutName) now works correctly. - -1.0.0.28: - Bug Fixes: - - Fixed bug introduced in 1.0.0.24 that broke mouse and CustomController axes. - -1.0.0.27: - Bug Fixes: - - Unknown Controller map is now loaded correctly for unrecognized devices on Direct Input platform. - -1.0.0.26: - New Controller Definitions: - - Mad Catz C.T.R.L.R - - Amazon Fire Game Controller - - Amazon Fire TV Remote - - Google Nexus Player Gamepad - - Google Nexus Player Remote - - GameStick Controller - - idroid:con Snakebyte (Mode 1 & 2) - - pega Wireless GAMEPAD Controller - - pega BLUETOOTH Classic GamePad - - CH Products Throttle Quadrant - - Modified Controller Definitions: - - Improved generic controller detection in XBox 360 controller definition. - - Added Back button functionality to Nvidia Shield Controller definition. - - Changes: - - Added UnityUI RewiredStandaloneInputModule integration for Unity 4.6+. - - Integration packages are now automatically updated when Rewired is updated. - - OSX Native Matching Criteria changed to require Product Id and Vendor Id pairs in the corresponding array indices to match. - - Added KeyCode source for joystick buttons/axes in HardwareJoystickMap. - - Added Disable option to Matching Criteria in HardwareJoystickMap. - - Added custom inspector to ControllerDataFiles. - - Modified Enums: - - Added Rewired.Data.Mapping.HardwareElementSourceType.Key = 2 - - Added Rewired.Data.Mapping.HardwareElementSourceTypeWithHat.Key = 3 - -1.0.0.25: - Bug Fixes: - - Fixed issue with event-based input causing a Player's events to fire for every Player. - -1.0.0.24: - Changes: - - Changed the axis count formula for Raw Input to more closely match results from Direct Input. - * IMPORTANT * If you've created your own controller definitions, be sure to verify and update the axis count value for Raw Input in the Matching Criteria as this update may cause the axis count to return more axes than before. - - New Controller Definitions: - - Saitek X-55 Rhino Stick - - Saitek X-55 Rhino Throttle - - OUYA Gamepad - - Sony DualShock 2 (requires Insten PS2 to PS3 USB converter) - - Radio Shack PC Gaming Controller (2603666) - - Modified Controller Definitions: - - Linux: Added DualShock 4 on Bluetooth - - Windows, OSX, Linux: Added Red Samurai Wireless Controller mappings on Bluetooth - - Bug Fixes: - - Fixed AOT compiler failure when building to WiiU platform. - - Fixed problems with fallback joystick identification when a joystick has buttons that are always on. - - Raw Input: Fixed detection of buttons on certain devices when button HID usages are not sequential. - - Other: - - Minor speed improvements to HardwareJoystickMap editor. - -1.0.0.23: - Bug Fixes: - - Fixed crash in OSX 10.9.x when using Sony Dualshock 4 controller via Bluetooth. - -1.0.0.22: - New Features: - - Added UFPS integration pack for use with UFPS by Vision Punk. (UFPS required) - -1.0.0.21: - New Controller Definitions: - - NVidia Shield Portable - - Nvidia Shield Wireless Controller - - New Feautres: - - Added Joystick Axis Sensitivity to Input Behavior. - - Added Custom Controller Axis Sensitivity to Input Behavior. - - Added Regex matching option for controller names in HardwareJoystickMap. - - Bug Fixes: - - Fixed issue preventing runtime Input Behavior modification. - - Other: - - Minor performance improvements. - -1.0.0.20: - Bug Fixes: - - Fixed error in the Unity editor under certain build targets with specific controllers attached. - - All controller vibration is now stopped when the Rewired Input Manager is destroyed. - -1.0.0.19: - - Fixed exception in rare cases when detecting devices on Raw Input. - -1.0.0.18: - - Added XBox One controller mapping for XBox One platform. - -1.0.0.17: - - Fixed issue where certain keyboards would show up as joysticks when using Raw Input. - -1.0.0.16: - - Fixed issue where certain controllers could contain invalid null characters in Joystick.hardwareName on some systems when using Raw Input. - -1.0.0.15: - New Controller Definitions: - - Logitech G27 Racing Wheel - - Changes: - - Separated Raw Input and Direct Input into separate platforms in HardwareJoystickMap to support different mappings for each input source. - - Changed PS Vita mapping in Dual Analog Gamepad template so L/R buttons correspond to triggers (Left Shoulder 2, Right Shoulder 2) instead of shoulder buttons. - - Bug Fixes: - - Fixed issue with button detection on certain controllers in Raw Input. - - Fixed issue when user deletes an InputBehavior that was still assigned to one or more - Actions. - - Fixed issue where wrong InputBehavior might be loaded if any InputBehaviors were previously deleted. - - Fixed issue with split mouse axes returning clamped values. - -1.0.0.14: - New Controller Definitions: - - iOS Mfi Controller (iOS only) - - Red Samurai Wireless Gamepad (Android only) - - Other: - - Added more XML documentation in the Player class. - -1.0.0.13: - Bug Fixes: - - Native mouse handling in Windows Standalone now handles Alt + Enter screen mode changes properly. - -1.0.0.12: - Changes: - - Reverted all events back to .NET events and implemented internal workaround to fix issues on iOS. - -1.0.0.11: - New Controller Definitions: - - Microsoft XBox One Controller - - Logitech Extreme 3D Pro - - Logitech RumblePad 2 - - Arcade Guns G-500 AimTrak Light Guns - - Sony Playstation Vita PSM - - Changes: - - Added more mappable platforms to Hardware Joystick Map (iOS, Windows Phone 8, Blackberry, Playstation 3, Playstation 4, Playstation Mobile, Playstation Vita, XBox 360, XBox One, Wii, WiiU) - - Bug Fixes: - - .NET Events have been replaced with a custom event system because of exceptions in iOS related to event handling. - - Fixed incorrect button detection on certain controllers when using RawInput - - ReInput.GetUnityJoystickIdFromAnyButtonOrAxisPress now handles axes with non-zero default values correctly. - - CustomControllersTouch demo now works properly on mobile devices. - -1.0.0.10: - Bug Fixes: - - Fixed bug in OnGUI bug workaround added in 1.0.0.9. - -1.0.0.9: - Bug Fixes: - - Added workaround for Unity bug in input handled during OnGUI loop. Also affected axis detection during polling in OnGUI loop. - -1.0.0.8: - Bug Fixes: - - Fixed error when pressing play in a scene with a Rewired Input manager with no Actions created. - - Fixed bug with controller axis assignment polling for axes that have a non-zero default value. - -1.0.0.7: - New Features: - - Added Raw Input support on Windows Standalone platform. - - Raw Input is now the default input source on Windows Standalone. - - Mouse input can now be handled natively through Raw Input on the Windows Standlone platform when using either Direct Input or Raw Input as the input source. - - Native mouse handling is now used by default. - - Framerate independent input now applies to mouse input on Windows Standalone. - - Rewired Editor: Keyboard map keys can now be assigned by polling for a key press. - - Bug Fixes: - - Increased Direct Input Hat limit to 4 from 2. - - In the Unity editor, when the build target is set to a platform other than the OS running the editor, controller maps will be loaded from the platform matching the computer's OS instead of the build target setting. - - Mouse axis assignment polling now works correctly regardless of framerate. - - Controller axis assignment polling now handles axes that have a non-zero default value. - - Modified key combinations now block input from actions mapped to the same unmodified keys when activated. - - Loading default maps in a Player will now attempt to retain the current enabled states of the maps after loading. If the number of maps before and after differs, this isn't possible and the enabled states must be set manually. - - Fixed improper calculation with Screen Position Delta and Speed mouse modes. - -1.0.0.6: - Bug Fixes: - - Rewired Editor: Fixed error when adding a Custom Controller in Unity 4.5+ - - Added default Unity InputManager axes to replacement InputManager.asset file. - -1.0.0.5: - New Features: - - You can now move a Actions to a different categories in the Rewired Editor. - - Bug Fixes: - - Rewired Editor: Layout list box now shows asterisk when a KeyboardMap exists in that Layout. - - Player.ControllerHelper.MapHelper.InputBehavoirs changed to InputBehaviors * This change requires code using this property to be updated * - - HardwareJoystickMap editor: Fixed exception when creating HardwareJoystickMap elements before creating an Element Identifier. - -1.0.0.4: - - Added event-based input. - - Added some missing GetAxis...ById methods in ControllerWithAxes. - - Added methods to set enabled state on all maps in a specific category in Player. - - XInput controllers with an unknown sub type are now treated as gamepads. - - Changed name of "Generic Gamepad" to "DF Generic Gamepad" to avoid confusion. - - Added new methods: - - Player.AddInputEventDelegate - - Player.RemoveInputEventDelegate - - Player.ClearInputEventDelegates - - Player.ControllerHelper.Controllers - - Player.MapHelper.SetAllMapsEnabled - - Player.MapHelper.SetMapsEnabled - - ControllerWithMap.GetButtonLastTimePressedById - - ControllerWithMap.GetButtonLastTimeUnpressedById - - ControllerWithAxes.GetAxisTimeActiveById - - ControllerWithAxes.GetAxisTimeInactiveById - - ControllerWithAxes.GetAxisLastTimeActiveById - - ControllerWithAxes.GetAxisLastTimeInactiveById - - ControllerWithAxes.GetAxisRawTimeActiveById - - ControllerWithAxes.GetAxisRawTimeInactiveById - - ControllerWithAxes.GetAxisRawLastTimeActiveById - - ControllerWithAxes.GetAxisRawLastTimeInactiveById - - Added new Struct: - - InputActionEventData - - Added new Enums: - - UpdateLoopType - - InputActionEventType - -1.0.0.3: - Added new methods: - - ReInput.ControllerHelper.GetLastActiveController - - Player.GetAxisTimeActive - - Player.GetAxisTimeInactive - - Player.GetAxisRawTimeActive - - Player.GetAxisRawTimeInactive - - Player.ControllerHelper.GetLastActiveController - - Controller.GetLastTimeActive - - Controller.GetLastTimeAnyButtonPressed - - Controller.GetButtonLastTimePressed - - Controller.GetButtonLastTimeUnpressed - - ControllerWithAxes.GetLastTimeAnyAxisActive - - ControllerWithAxes.GetAxisTimeActive - - ControllerWithAxes.GetAxisTimeInactive - - ControllerWithAxes.GetAxisLastTimeActive - - ControllerWithAxes.GetAxisLastTimeInactive - - ControllerWithAxes.GetAxisRawTimeActive - - ControllerWithAxes.GetAxisRawTimeInactive - - ControllerWithAxes.GetAxisRawLastTimeActive - - ControllerWithAxes.GetAxisRawLastTimeInactive - - Controller.Axis.lastTimeActive - - Controller.Axis.lastTimeActiveRaw - - Controller.Axis.lastTimeInactive - - Controller.Axis.lastTimeInactiveRaw - - Controller.Axis.timeActive - - Controller.Axis.timeInactive - - Controller.Axis.timeActiveRaw - - Controller.Axis.timeInactiveRaw - - Controller.Button.lastTimePressed - - Controller.Button.lastTimeUnpressed - -1.0.0.2: - - Fixed bug with digital axis simulation calculation when Time.timeScale != 1 - -1.0.0.1: - - Added 8-way hat support - - Added XML schemas for xml data output - - Added Android support - - Added multi-button support in hardware joystick maps - - Added new controller definitions: CH FighterStick USB, CH Pro Pedals USB, CH Eclipse Yoke, Sony DualShock 3, Sony DualShock 4 - - Added controller definitions for all controllers on Android - - Removed joysticks 11-20 from InputManager as Unity only supports up to 11 - -1.0.0.0: - - Initial release \ No newline at end of file diff --git a/Assets/ThirdParty/Rewired/Documentation/ReleaseNotes.txt.meta b/Assets/ThirdParty/Rewired/Documentation/ReleaseNotes.txt.meta deleted file mode 100644 index 912ca41e8..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/ReleaseNotes.txt.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: b5c2ab3cd381d794291eb9582b3f9769 -TextScriptImporter: - userData: diff --git a/Assets/ThirdParty/Rewired/Documentation/licences.txt b/Assets/ThirdParty/Rewired/Documentation/licences.txt deleted file mode 100644 index ec095146b..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/licences.txt +++ /dev/null @@ -1,395 +0,0 @@ -Licenses for open-source libraries or source code used in this package: -Licenses are separated into "Editor" and "Runtime" sections. - ------------------------------------------------------------------------ - -Runtime Libraries: - ------------------------------------------------------------------------ - -DDHidLib License: (MacOS Standalone builds only) - -Copyright (c) 2007 Dave Dribin - -Permission is hereby granted, free of charge, to any person obtaining a copy - of this software and associated documentation files (the "Software"), to deal - in the Software without restriction, including without limitation the rights - to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - copies of the Software, and to permit persons to whom the Software is - furnished to do so, subject to the following conditions: - -The above copyright notice and this permission notice shall be included in - all copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN - THE SOFTWARE. - ----------------- - -The version of the DDHidLib included was modified from the source. - ------------------------------------------------------------------------ - -MonoMac License: (MacOS Standalone builds only) - -Copyright 2010, Novell, Inc. -Copyright 2011, 2012 Xamarin Inc - -Permission is hereby granted, free of charge, to any person obtaining -a copy of this software and associated documentation files (the -"Software"), to deal in the Software without restriction, including -without limitation the rights to use, copy, modify, merge, publish, -distribute, sublicense, and/or sell copies of the Software, and to -permit persons to whom the Software is furnished to do so, subject to -the following conditions: - -The above copyright notice and this permission notice shall be -included in all copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, -EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF -MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND -NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE -LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION -OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION -WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ----------------- - -The version of the MonoMac included was modified from the source. - ------------------------------------------------------------------------ - -Sharp DX License: (Windows Standalone builds only) - -Copyright (c) 2010-2013 SharpDX - Alexandre Mutel - -Permission is hereby granted, free of charge, to any person obtaining a copy -of this software and associated documentation files (the "Software"), to deal -in the Software without restriction, including without limitation the rights -to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -copies of the Software, and to permit persons to whom the Software is -furnished to do so, subject to the following conditions: - -The above copyright notice and this permission notice shall be included in -all copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -THE SOFTWARE. - ----------------- - -The version of the SharpDX included was modified from the source. - ------------------------------------------------------------------------ - -HidLibrary License: (Windows Standalone builds only) - -Copyright (c) 2010 Ultraviolet Catastrophe - -Permission is hereby granted, free of charge, to any person obtaining a copy -of this software and associated documentation files (the "Software"), to deal -in the Software without restriction, including without limitation the rights -to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -copies of the Software, and to permit persons to whom the Software is furnished -to do so, subject to the following conditions: - -The above copyright notice and this permission notice shall be included in all -copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, -INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A -PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT -HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION -OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE -SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ----------------- - -The version of the HidLibrary included was modified from the source. - ------------------------------------------------------------------------ - -Simple DirectMedia Layer library -Source: https://www.libsdl.org - -This software is provided 'as-is', without any express or implied -warranty. In no event will the authors be held liable for any damages -arising from the use of this software. - -Permission is granted to anyone to use this software for any purpose, -including commercial applications, and to alter it and redistribute it -freely, subject to the following restrictions: - -1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. -2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. -3. 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This notice may not be removed or altered from any source distribution. - - Jean-loup Gailly jloup@gzip.org - Mark Adler madler@alumni.caltech.edu - ------------------------------------------------------------------------ - -Rotorz Reorderable List License: -Source: https://bitbucket.org/rotorz/reorderable-list-editor-field-for-unity - -The MIT License (MIT) - -Copyright (c) 2013 Rotorz Limited - -Permission is hereby granted, free of charge, to any person obtaining a copy -of this software and associated documentation files (the "Software"), to deal -in the Software without restriction, including without limitation the rights -to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -copies of the Software, and to permit persons to whom the Software is -furnished to do so, subject to the following conditions: - -The above copyright notice and this permission notice shall be included in all -copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 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IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE -SOFTWARE. - ------------------------------------------------------------------------ - diff --git a/Assets/ThirdParty/Rewired/Documentation/licences.txt.meta b/Assets/ThirdParty/Rewired/Documentation/licences.txt.meta deleted file mode 100644 index d63c94e59..000000000 --- a/Assets/ThirdParty/Rewired/Documentation/licences.txt.meta +++ /dev/null @@ -1,21 +0,0 @@ -fileFormatVersion: 2 -guid: 08b543946cb9c8d47bca2202aa8b018d -labels: -- Input -- Joysticks -- Controllers -- Rewired -- Hotplugging -- Keyboard -- Mouse -- Touch -- InputManager -- Control -- Gamepad -- Controller -- Joystick -- Xbox360 -- XInput -- DirectInput -TextScriptImporter: - userData: diff --git a/Assets/ThirdParty/Rewired/Examples.meta b/Assets/ThirdParty/Rewired/Examples.meta deleted file mode 100644 index 38995b61f..000000000 --- a/Assets/ThirdParty/Rewired/Examples.meta +++ /dev/null @@ -1,22 +0,0 @@ -fileFormatVersion: 2 -guid: 86f81110b78b12d42bd159458d1e921a -labels: -- Input -- Joysticks -- Controllers -- Rewired -- Hotplugging -- Keyboard -- Mouse -- Touch -- InputManager -- Control -- Gamepad -- Controller -- Joystick -- Xbox360 -- XInput -- DirectInput -folderAsset: yes -DefaultImporter: - 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userData: diff --git a/Assets/ThirdParty/Rewired/Examples/ControlRemapping1/Scripts/ControlRemappingDemo1.cs b/Assets/ThirdParty/Rewired/Examples/ControlRemapping1/Scripts/ControlRemappingDemo1.cs deleted file mode 100644 index 3993a3551..000000000 --- a/Assets/ThirdParty/Rewired/Examples/ControlRemapping1/Scripts/ControlRemappingDemo1.cs +++ /dev/null @@ -1,1775 +0,0 @@ -// Copyright (c) 2017 Augie R. Maddox, Guavaman Enterprises. All rights reserved. - -#pragma warning disable 0649 // disable warnings about unused variables - -namespace Rewired.Demos { - - using UnityEngine; - using System; - using System.Collections.Generic; - using Rewired; - - [AddComponentMenu("")] - public class ControlRemappingDemo1 : MonoBehaviour { - - private const float defaultModalWidth = 250.0f; - private const float defaultModalHeight = 200.0f; - private const float assignmentTimeout = 5.0f; - - // Helper objects - private DialogHelper dialog; - - // Listener - private InputMapper inputMapper = new InputMapper(); - private InputMapper.ConflictFoundEventData conflictFoundEventData; - - // GUI state management - private bool guiState; - private bool busy; - private bool pageGUIState; - - // Selections - private Player selectedPlayer; - private int selectedMapCategoryId; - private ControllerSelection selectedController; - ControllerMap selectedMap; - - // Other flags - private bool showMenu; - private bool startListening; - - // Scroll view positions - private Vector2 actionScrollPos; - private Vector2 calibrateScrollPos; - - // Queues - private Queue actionQueue; - - // Setup vars - private bool setupFinished; - - // Editor state management - [System.NonSerialized] - private bool initialized; - private bool isCompiling; - - // Styles - GUIStyle style_wordWrap; - GUIStyle style_centeredBox; - - #region Initialization - - private void Awake() { - inputMapper.options.timeout = assignmentTimeout; - inputMapper.options.ignoreMouseXAxis = true; - inputMapper.options.ignoreMouseYAxis = true; - Initialize(); - } - - private void OnEnable() { - Subscribe(); - } - - private void OnDisable() { - Unsubscribe(); - } - - private void Initialize() { - dialog = new DialogHelper(); - actionQueue = new Queue(); - selectedController = new ControllerSelection(); - ReInput.ControllerConnectedEvent += JoystickConnected; - ReInput.ControllerPreDisconnectEvent += JoystickPreDisconnect; // runs before joystick is completely disconnected so we can save maps - ReInput.ControllerDisconnectedEvent += JoystickDisconnected; // final disconnect that runs after joystick has been fully removed - ResetAll(); - initialized = true; - ReInput.userDataStore.Load(); // load saved user maps on start if there are any to load - - if(ReInput.unityJoystickIdentificationRequired) { - IdentifyAllJoysticks(); - } - } - - private void Setup() { - if(setupFinished) return; - - // Create styles - style_wordWrap = new GUIStyle(GUI.skin.label); - style_wordWrap.wordWrap = true; - style_centeredBox = new GUIStyle(GUI.skin.box); - style_centeredBox.alignment = TextAnchor.MiddleCenter; - - setupFinished = true; - } - - private void Subscribe() { - Unsubscribe(); - inputMapper.ConflictFoundEvent += OnConflictFound; - inputMapper.StoppedEvent += OnStopped; - } - - private void Unsubscribe() { - inputMapper.RemoveAllEventListeners(); - } - - #endregion - - #region Main Update - - public void OnGUI() { -#if UNITY_EDITOR - // Check for script recompile in the editor - CheckRecompile(); -#endif - - if(!initialized) return; - - Setup(); - - HandleMenuControl(); - - if(!showMenu) { - DrawInitialScreen(); - return; - } - - SetGUIStateStart(); - - // Process queue - ProcessQueue(); - - // Draw contents - DrawPage(); - ShowDialog(); - - SetGUIStateEnd(); - - // Clear momentary vars - busy = false; - } - - #endregion - - #region Menu Control - - private void HandleMenuControl() { - if(dialog.enabled) return; // don't allow closing the menu while dialog is open so there won't be issues remapping the Menu button - - if(Event.current.type == EventType.Layout) { - if(ReInput.players.GetSystemPlayer().GetButtonDown("Menu")) { - if(showMenu) { // menu is open and will be closed - ReInput.userDataStore.Save(); // save all maps when menu is closed - Close(); - } else { - Open(); - } - } - } - } - - private void Close() { - - ClearWorkingVars(); - showMenu = false; - } - - private void Open() { - showMenu = true; - } - - #endregion - - #region Draw - - private void DrawInitialScreen() { - GUIContent content; - ActionElementMap map = ReInput.players.GetSystemPlayer().controllers.maps.GetFirstElementMapWithAction("Menu", true); - - if(map != null) { - content = new GUIContent("Press " + map.elementIdentifierName + " to open the menu."); - } else { - content = new GUIContent("There is no element assigned to open the menu!"); - } - - // Draw the box - GUILayout.BeginArea(GetScreenCenteredRect(300, 50)); - GUILayout.Box(content, style_centeredBox, GUILayout.ExpandHeight(true), GUILayout.ExpandWidth(true)); - GUILayout.EndArea(); - } - - private void DrawPage() { - if(GUI.enabled != pageGUIState) GUI.enabled = pageGUIState; - - Rect screenRect = new Rect((Screen.width - (Screen.width * 0.9f)) * 0.5f, (Screen.height - (Screen.height * 0.9f)) * 0.5f, Screen.width * 0.9f, Screen.height * 0.9f); - GUILayout.BeginArea(screenRect); - - // Player Selector - DrawPlayerSelector(); - - // Joystick Selector - DrawJoystickSelector(); - - // Mouse - DrawMouseAssignment(); - - // Controllers - DrawControllerSelector(); - - // Controller Calibration - DrawCalibrateButton(); - - // Categories - DrawMapCategories(); - - // Create scroll view - actionScrollPos = GUILayout.BeginScrollView(actionScrollPos); - - // Actions - DrawCategoryActions(); - - GUILayout.EndScrollView(); - - GUILayout.EndArea(); - } - - private void DrawPlayerSelector() { - if(ReInput.players.allPlayerCount == 0) { - GUILayout.Label("There are no players."); - return; - } - - GUILayout.Space(15); - GUILayout.Label("Players:"); - GUILayout.BeginHorizontal(); - - foreach(Player player in ReInput.players.GetPlayers(true)) { - if(selectedPlayer == null) selectedPlayer = player; // if no player selected, select first - - bool prevValue = player == selectedPlayer ? true : false; - bool value = GUILayout.Toggle(prevValue, player.descriptiveName != string.Empty ? player.descriptiveName : player.name, "Button", GUILayout.ExpandWidth(false)); - if(value != prevValue) { // value changed - if(value) { // selected - selectedPlayer = player; - selectedController.Clear(); // reset the device selection - selectedMapCategoryId = -1; // clear category selection - } // do not allow deselection - } - } - - GUILayout.EndHorizontal(); - } - - private void DrawMouseAssignment() { - bool origGuiEnabled = GUI.enabled; // save GUI state - if(selectedPlayer == null) GUI.enabled = false; - - GUILayout.Space(15); - GUILayout.Label("Assign Mouse:"); - GUILayout.BeginHorizontal(); - - bool prevValue = selectedPlayer != null && selectedPlayer.controllers.hasMouse ? true : false; - bool value = GUILayout.Toggle(prevValue, "Assign Mouse", "Button", GUILayout.ExpandWidth(false)); - if(value != prevValue) { // user clicked - if(value) { - selectedPlayer.controllers.hasMouse = true; - foreach(Player player in ReInput.players.Players) { // de-assign mouse from all players except System - if(player == selectedPlayer) continue; // skip self - player.controllers.hasMouse = false; - } - } else { - selectedPlayer.controllers.hasMouse = false; - } - } - - GUILayout.EndHorizontal(); - if(GUI.enabled != origGuiEnabled) GUI.enabled = origGuiEnabled; // restore GUI state - } - - private void DrawJoystickSelector() { - bool origGuiEnabled = GUI.enabled; // save GUI state - if(selectedPlayer == null) GUI.enabled = false; - - GUILayout.Space(15); - GUILayout.Label("Assign Joysticks:"); - GUILayout.BeginHorizontal(); - - bool prevValue = selectedPlayer == null || selectedPlayer.controllers.joystickCount == 0 ? true : false; - bool value = GUILayout.Toggle(prevValue, "None", "Button", GUILayout.ExpandWidth(false)); - if(value != prevValue) { // user clicked - selectedPlayer.controllers.ClearControllersOfType(ControllerType.Joystick); - ControllerSelectionChanged(); - // do not allow deselection - } - - if(selectedPlayer != null) { - foreach(Joystick joystick in ReInput.controllers.Joysticks) { - prevValue = selectedPlayer.controllers.ContainsController(joystick); - value = GUILayout.Toggle(prevValue, joystick.name, "Button", GUILayout.ExpandWidth(false)); - if(value != prevValue) { // user clicked - EnqueueAction(new JoystickAssignmentChange(selectedPlayer.id, joystick.id, value)); - } - } - } - - GUILayout.EndHorizontal(); - if(GUI.enabled != origGuiEnabled) GUI.enabled = origGuiEnabled; // restore GUI state - } - - private void DrawControllerSelector() { - if(selectedPlayer == null) return; - bool origGuiEnabled = GUI.enabled; // save GUI state - - GUILayout.Space(15); - GUILayout.Label("Controller to Map:"); - GUILayout.BeginHorizontal(); - - bool value, prevValue; - - if(!selectedController.hasSelection) { - selectedController.Set(0, ControllerType.Keyboard); // select keyboard if nothing selected - ControllerSelectionChanged(); - } - - // Keyboard - prevValue = selectedController.type == ControllerType.Keyboard; - value = GUILayout.Toggle(prevValue, ReInput.controllers.Keyboard.name, "Button", GUILayout.ExpandWidth(false)); - if(value != prevValue) { - selectedController.Set(0, ControllerType.Keyboard); // set current selected device to this - ControllerSelectionChanged(); - } - - // Mouse - if(!selectedPlayer.controllers.hasMouse) GUI.enabled = false; // disable mouse if player doesn't have mouse assigned - prevValue = selectedController.type == ControllerType.Mouse; - value = GUILayout.Toggle(prevValue, ReInput.controllers.Mouse.name, "Button", GUILayout.ExpandWidth(false)); - if(value != prevValue) { - selectedController.Set(0, ControllerType.Mouse); // set current selected device to this - ControllerSelectionChanged(); - } - if(GUI.enabled != origGuiEnabled) GUI.enabled = origGuiEnabled; // re-enable gui - - // Joystick List - foreach(Joystick j in selectedPlayer.controllers.Joysticks) { - prevValue = selectedController.type == ControllerType.Joystick && selectedController.id == j.id; - value = GUILayout.Toggle(prevValue, j.name, "Button", GUILayout.ExpandWidth(false)); - if(value != prevValue) { - selectedController.Set(j.id, ControllerType.Joystick); // set current selected device to this - ControllerSelectionChanged(); - } - } - - GUILayout.EndHorizontal(); - if(GUI.enabled != origGuiEnabled) GUI.enabled = origGuiEnabled; // restore GUI state - } - - private void DrawCalibrateButton() { - if(selectedPlayer == null) return; - bool origGuiEnabled = GUI.enabled; // save GUI state - - GUILayout.Space(10); - - Controller controller = selectedController.hasSelection ? selectedPlayer.controllers.GetController(selectedController.type, selectedController.id) : null; - - if(controller == null || selectedController.type != ControllerType.Joystick) { - GUI.enabled = false; - GUILayout.Button("Select a controller to calibrate", GUILayout.ExpandWidth(false)); - if(GUI.enabled != origGuiEnabled) GUI.enabled = origGuiEnabled; - } else { // Calibrate joystick - if(GUILayout.Button("Calibrate " + controller.name, GUILayout.ExpandWidth(false))) { - Joystick joystick = controller as Joystick; - if(joystick != null) { - CalibrationMap calibrationMap = joystick.calibrationMap; - if(calibrationMap != null) { - EnqueueAction(new Calibration(selectedPlayer, joystick, calibrationMap)); - } - } - } - } - - if(GUI.enabled != origGuiEnabled) GUI.enabled = origGuiEnabled; // restore GUI state - } - - private void DrawMapCategories() { - if(selectedPlayer == null) return; - if(!selectedController.hasSelection) return; - bool origGuiEnabled = GUI.enabled; // save GUI state - - GUILayout.Space(15); - GUILayout.Label("Categories:"); - GUILayout.BeginHorizontal(); - - foreach(InputMapCategory category in ReInput.mapping.UserAssignableMapCategories) { - if(!selectedPlayer.controllers.maps.ContainsMapInCategory(selectedController.type, category.id)) { // if player has no maps in this category for controller don't allow them to select it - GUI.enabled = false; - } else { - // Select first available category if none selected - if(selectedMapCategoryId < 0) { - selectedMapCategoryId = category.id; // if no category selected, select first - selectedMap = selectedPlayer.controllers.maps.GetFirstMapInCategory(selectedController.type, selectedController.id, category.id); - } - } - - bool prevValue = category.id == selectedMapCategoryId ? true : false; - bool value = GUILayout.Toggle(prevValue, category.descriptiveName != string.Empty ? category.descriptiveName : category.name, "Button", GUILayout.ExpandWidth(false)); - if(value != prevValue) { // category changed - selectedMapCategoryId = category.id; - selectedMap = selectedPlayer.controllers.maps.GetFirstMapInCategory(selectedController.type, selectedController.id, category.id); - } - if(GUI.enabled != origGuiEnabled) GUI.enabled = origGuiEnabled; - } - - GUILayout.EndHorizontal(); - if(GUI.enabled != origGuiEnabled) GUI.enabled = origGuiEnabled; // restore GUI state - } - - private void DrawCategoryActions() { - if(selectedPlayer == null) return; - if(selectedMapCategoryId < 0) return; - bool origGuiEnabled = GUI.enabled; // save GUI state - if(selectedMap == null) return; // controller map does not exist for this category in this controller - - GUILayout.Space(15); - GUILayout.Label("Actions:"); - - InputMapCategory mapCategory = ReInput.mapping.GetMapCategory(selectedMapCategoryId); // get the selected map category - if(mapCategory == null) return; - InputCategory actionCategory = ReInput.mapping.GetActionCategory(mapCategory.name); // get the action category with the same name - if(actionCategory == null) return; // no action category exists with the same name - - float labelWidth = 150.0f; - - // Draw the list of actions for the selected action category - foreach(InputAction action in ReInput.mapping.ActionsInCategory(actionCategory.id)) { - string name = action.descriptiveName != string.Empty ? action.descriptiveName : action.name; - - if(action.type == InputActionType.Button) { - - GUILayout.BeginHorizontal(); - GUILayout.Label(name, GUILayout.Width(labelWidth)); - DrawAddActionMapButton(selectedPlayer.id, action, AxisRange.Positive, selectedController, selectedMap); // Add assignment button - - // Write out assigned elements - foreach(ActionElementMap elementMap in selectedMap.AllMaps) { - if(elementMap.actionId != action.id) continue; - DrawActionAssignmentButton(selectedPlayer.id, action, AxisRange.Positive, selectedController, selectedMap, elementMap); - } - GUILayout.EndHorizontal(); - - } else if(action.type == InputActionType.Axis) { // Axis - - // Draw main axis label and actions assigned to the full axis - if(selectedController.type != ControllerType.Keyboard) { // don't draw this for keyboards since keys can only be assigned to the +/- axes anyway - - GUILayout.BeginHorizontal(); - GUILayout.Label(name, GUILayout.Width(labelWidth)); - DrawAddActionMapButton(selectedPlayer.id, action, AxisRange.Full, selectedController, selectedMap); // Add assignment button - - // Write out assigned elements - foreach(ActionElementMap elementMap in selectedMap.AllMaps) { - if(elementMap.actionId != action.id) continue; - if(elementMap.elementType == ControllerElementType.Button) continue; // skip buttons, will handle below - if(elementMap.axisType == AxisType.Split) continue; // skip split axes, will handle below - DrawActionAssignmentButton(selectedPlayer.id, action, AxisRange.Full, selectedController, selectedMap, elementMap); - DrawInvertButton(selectedPlayer.id, action, Pole.Positive, selectedController, selectedMap, elementMap); - } - GUILayout.EndHorizontal(); - } - - // Positive action - string positiveName = action.positiveDescriptiveName != string.Empty ? action.positiveDescriptiveName : action.descriptiveName + " +"; - GUILayout.BeginHorizontal(); - GUILayout.Label(positiveName, GUILayout.Width(labelWidth)); - DrawAddActionMapButton(selectedPlayer.id, action, AxisRange.Positive, selectedController, selectedMap); // Add assignment button - - // Write out assigned elements - foreach(ActionElementMap elementMap in selectedMap.AllMaps) { - if(elementMap.actionId != action.id) continue; - if(elementMap.axisContribution != Pole.Positive) continue; // axis contribution is incorrect, skip - if(elementMap.axisType == AxisType.Normal) continue; // normal axes handled above - DrawActionAssignmentButton(selectedPlayer.id, action, AxisRange.Positive, selectedController, selectedMap, elementMap); - } - GUILayout.EndHorizontal(); - - // Negative action - string negativeName = action.negativeDescriptiveName != string.Empty ? action.negativeDescriptiveName : action.descriptiveName + " -"; - GUILayout.BeginHorizontal(); - GUILayout.Label(negativeName, GUILayout.Width(labelWidth)); - DrawAddActionMapButton(selectedPlayer.id, action, AxisRange.Negative, selectedController, selectedMap); // Add assignment button - - // Write out assigned elements - foreach(ActionElementMap elementMap in selectedMap.AllMaps) { - if(elementMap.actionId != action.id) continue; - if(elementMap.axisContribution != Pole.Negative) continue; // axis contribution is incorrect, skip - if(elementMap.axisType == AxisType.Normal) continue; // normal axes handled above - DrawActionAssignmentButton(selectedPlayer.id, action, AxisRange.Negative, selectedController, selectedMap, elementMap); - } - GUILayout.EndHorizontal(); - } - } - - if(GUI.enabled != origGuiEnabled) GUI.enabled = origGuiEnabled; // restore GUI state - } - - #endregion - - #region Buttons - - private void DrawActionAssignmentButton(int playerId, InputAction action, AxisRange actionRange, ControllerSelection controller, ControllerMap controllerMap, ActionElementMap elementMap) { - - if(GUILayout.Button(elementMap.elementIdentifierName, GUILayout.ExpandWidth(false), GUILayout.MinWidth(30.0f))) { - InputMapper.Context context = new InputMapper.Context() { - actionId = action.id, - actionRange = actionRange, - controllerMap = controllerMap, - actionElementMapToReplace = elementMap - }; - EnqueueAction(new ElementAssignmentChange(ElementAssignmentChangeType.ReassignOrRemove, context)); - startListening = true; - } - GUILayout.Space(4); - } - - private void DrawInvertButton(int playerId, InputAction action, Pole actionAxisContribution, ControllerSelection controller, ControllerMap controllerMap, ActionElementMap elementMap) { - bool value = elementMap.invert; - bool newValue = GUILayout.Toggle(value, "Invert", GUILayout.ExpandWidth(false)); - if(newValue != value) { - elementMap.invert = newValue; - } - GUILayout.Space(10); - } - - private void DrawAddActionMapButton(int playerId, InputAction action, AxisRange actionRange, ControllerSelection controller, ControllerMap controllerMap) { - if(GUILayout.Button("Add...", GUILayout.ExpandWidth(false))) { - InputMapper.Context context = new InputMapper.Context() { - actionId = action.id, - actionRange = actionRange, - controllerMap = controllerMap - }; - EnqueueAction(new ElementAssignmentChange(ElementAssignmentChangeType.Add, context)); - startListening = true; - } - GUILayout.Space(10); - } - - #endregion - - #region Dialog Boxes - - private void ShowDialog() { - dialog.Update(); - } - - #region Draw Window Functions - - private void DrawModalWindow(string title, string message) { - if(!dialog.enabled) return; // prevent this from running after dialog is closed - - GUILayout.Space(5); - - // Message - GUILayout.Label(message, style_wordWrap); - - GUILayout.FlexibleSpace(); - - GUILayout.BeginHorizontal(); - - // Buttons - dialog.DrawConfirmButton("Okay"); - - GUILayout.FlexibleSpace(); - dialog.DrawCancelButton(); - - GUILayout.EndHorizontal(); - } - - private void DrawModalWindow_OkayOnly(string title, string message) { - if(!dialog.enabled) return; // prevent this from running after dialog is closed - - GUILayout.Space(5); - - // Message - GUILayout.Label(message, style_wordWrap); - - GUILayout.FlexibleSpace(); - - GUILayout.BeginHorizontal(); - - // Buttons - dialog.DrawConfirmButton("Okay"); - - GUILayout.EndHorizontal(); - } - - private void DrawElementAssignmentWindow(string title, string message) { - if(!dialog.enabled) return; // prevent this from running after dialog is closed - - GUILayout.Space(5); - - // Message - GUILayout.Label(message, style_wordWrap); - - GUILayout.FlexibleSpace(); - - ElementAssignmentChange entry = actionQueue.Peek() as ElementAssignmentChange; // get item from queue - if(entry == null) { - dialog.Cancel(); - return; - } - - float time; - - // Do not start until dialog is ready - if(!dialog.busy) { - - // Start the listener - if(startListening && inputMapper.status == InputMapper.Status.Idle) { - inputMapper.Start(entry.context); - startListening = false; - } - - // Check for conflicts - if(conflictFoundEventData != null) { // a conflict is pending - dialog.Confirm(); - return; - } - - time = inputMapper.timeRemaining; - - // Check for timeout - if(time == 0f) { - dialog.Cancel(); - return; - } - - } else { - time = inputMapper.options.timeout; - } - - // Show the cancel timer - GUILayout.Label("Assignment will be canceled in " + ((int)Mathf.Ceil(time)).ToString() + "...", style_wordWrap); - } - - private void DrawElementAssignmentProtectedConflictWindow(string title, string message) { - if(!dialog.enabled) return; // prevent this from running after dialog is closed - - GUILayout.Space(5); - - // Message - GUILayout.Label(message, style_wordWrap); - - GUILayout.FlexibleSpace(); - - ElementAssignmentChange entry = actionQueue.Peek() as ElementAssignmentChange; // get item from queue - if(entry == null) { - dialog.Cancel(); - return; - } - - // Draw Buttons - GUILayout.BeginHorizontal(); - - dialog.DrawConfirmButton(UserResponse.Custom1, "Add"); - GUILayout.FlexibleSpace(); - dialog.DrawCancelButton(); - - GUILayout.EndHorizontal(); - } - - private void DrawElementAssignmentNormalConflictWindow(string title, string message) { - if(!dialog.enabled) return; // prevent this from running after dialog is closed - - GUILayout.Space(5); - - // Message - GUILayout.Label(message, style_wordWrap); - - GUILayout.FlexibleSpace(); - - ElementAssignmentChange entry = actionQueue.Peek() as ElementAssignmentChange; // get item from queue - if(entry == null) { - dialog.Cancel(); - return; - } - - // Draw Buttons - GUILayout.BeginHorizontal(); - - dialog.DrawConfirmButton(UserResponse.Confirm, "Replace"); - GUILayout.FlexibleSpace(); - dialog.DrawConfirmButton(UserResponse.Custom1, "Add"); - GUILayout.FlexibleSpace(); - dialog.DrawCancelButton(); - - GUILayout.EndHorizontal(); - } - - private void DrawReassignOrRemoveElementAssignmentWindow(string title, string message) { - if(!dialog.enabled) return; // prevent this from running after dialog is closed - - GUILayout.Space(5); - - // Message - GUILayout.Label(message, style_wordWrap); - - GUILayout.FlexibleSpace(); - - GUILayout.BeginHorizontal(); - - // Buttons - dialog.DrawConfirmButton("Reassign"); - - GUILayout.FlexibleSpace(); - - dialog.DrawCancelButton("Remove"); - - GUILayout.EndHorizontal(); - } - - private void DrawFallbackJoystickIdentificationWindow(string title, string message) { - if(!dialog.enabled) return; // prevent this from running after dialog is closed - - FallbackJoystickIdentification entry = actionQueue.Peek() as FallbackJoystickIdentification; - if(entry == null) { - dialog.Cancel(); - return; - } - - GUILayout.Space(5); - - // Message - GUILayout.Label(message, style_wordWrap); - - GUILayout.Label("Press any button or axis on \"" + entry.joystickName + "\" now.", style_wordWrap); - - GUILayout.FlexibleSpace(); - if(GUILayout.Button("Skip")) { - dialog.Cancel(); - return; - } - - // Do not allow assignment until dialog is ready - if(dialog.busy) return; - - // Remap the joystick input source - bool success = ReInput.controllers.SetUnityJoystickIdFromAnyButtonOrAxisPress(entry.joystickId, 0.8f, false); - if(!success) return; - - // Finish - dialog.Confirm(); - } - - private void DrawCalibrationWindow(string title, string message) { - if(!dialog.enabled) return; // prevent this from running after dialog is closed - - Calibration entry = actionQueue.Peek() as Calibration; - if(entry == null) { - dialog.Cancel(); - return; - } - - GUILayout.Space(5); - - // Message - GUILayout.Label(message, style_wordWrap); - - GUILayout.Space(20); - - GUILayout.BeginHorizontal(); - bool origGUIEnabled = GUI.enabled; - - // Controller element selection - GUILayout.BeginVertical(GUILayout.Width(200)); - - // Create a scroll view for the axis list in case using the default controller map which has a lot of axes - calibrateScrollPos = GUILayout.BeginScrollView(calibrateScrollPos); - - if(entry.recording) GUI.enabled = false; // don't allow switching while recording min/max - IList axisIdentifiers = entry.joystick.AxisElementIdentifiers; - for(int i = 0; i < axisIdentifiers.Count; i++) { - ControllerElementIdentifier identifier = axisIdentifiers[i]; - bool isSelected = entry.selectedElementIdentifierId == identifier.id; - bool newValue = GUILayout.Toggle(isSelected, identifier.name, "Button", GUILayout.ExpandWidth(false)); - if(isSelected != newValue) { - entry.selectedElementIdentifierId = identifier.id; // store the selection index - } - } - if(GUI.enabled != origGUIEnabled) GUI.enabled = origGUIEnabled; // restore gui - - GUILayout.EndScrollView(); - - GUILayout.EndVertical(); - - // Selected object information and controls - GUILayout.BeginVertical(GUILayout.Width(200)); - - if(entry.selectedElementIdentifierId >= 0) { - - float axisValue = entry.joystick.GetAxisRawById(entry.selectedElementIdentifierId); - - GUILayout.Label("Raw Value: " + axisValue.ToString()); - - // Get the axis index from the element identifier id - int axisIndex = entry.joystick.GetAxisIndexById(entry.selectedElementIdentifierId); - AxisCalibration axis = entry.calibrationMap.GetAxis(axisIndex); // get the axis calibration - - // Show current axis information - GUILayout.Label("Calibrated Value: " + entry.joystick.GetAxisById(entry.selectedElementIdentifierId)); - GUILayout.Label("Zero: " + axis.calibratedZero); - GUILayout.Label("Min: " + axis.calibratedMin); - GUILayout.Label("Max: " + axis.calibratedMax); - GUILayout.Label("Dead Zone: " + axis.deadZone); - - GUILayout.Space(15); - - // Enabled -- allows user to disable an axis entirely if its giving them problems - bool newEnabled = GUILayout.Toggle(axis.enabled, "Enabled", "Button", GUILayout.ExpandWidth(false)); - if(axis.enabled != newEnabled) { - axis.enabled = newEnabled; - } - - GUILayout.Space(10); - - // Records Min/Max - bool newRecording = GUILayout.Toggle(entry.recording, "Record Min/Max", "Button", GUILayout.ExpandWidth(false)); - if(newRecording != entry.recording) { - if(newRecording) { // just started recording - // Clear previous calibration so we can record min max from this session only - axis.calibratedMax = 0.0f; - axis.calibratedMin = 0.0f; - } - entry.recording = newRecording; - } - - if(entry.recording) { - axis.calibratedMin = Mathf.Min(axis.calibratedMin, axisValue, axis.calibratedMin); - axis.calibratedMax = Mathf.Max(axis.calibratedMax, axisValue, axis.calibratedMax); - GUI.enabled = false; - } - - // Set Zero state - if(GUILayout.Button("Set Zero", GUILayout.ExpandWidth(false))) { - axis.calibratedZero = axisValue; - } - - // Set Dead Zone - if(GUILayout.Button("Set Dead Zone", GUILayout.ExpandWidth(false))) { - axis.deadZone = axisValue; - } - - // Invert - bool newInvert = GUILayout.Toggle(axis.invert, "Invert", "Button", GUILayout.ExpandWidth(false)); - if(axis.invert != newInvert) { - axis.invert = newInvert; - } - - GUILayout.Space(10); - if(GUILayout.Button("Reset", GUILayout.ExpandWidth(false))) { - axis.Reset(); - } - - if(GUI.enabled != origGUIEnabled) GUI.enabled = origGUIEnabled; - - } else { - GUILayout.Label("Select an axis to begin."); - } - - GUILayout.EndVertical(); - - GUILayout.EndHorizontal(); - - // Close Button - GUILayout.FlexibleSpace(); - if(entry.recording) GUI.enabled = false; - if(GUILayout.Button("Close")) { - calibrateScrollPos = new Vector2(); // clear the scroll view position - dialog.Confirm(); - } - if(GUI.enabled != origGUIEnabled) GUI.enabled = origGUIEnabled; - } - - #endregion - - #region Result Callbacks - - private void DialogResultCallback(int queueActionId, UserResponse response) { - foreach(QueueEntry entry in actionQueue) { // find the right one and cancel or confirm it - if(entry.id != queueActionId) continue; - if(response != UserResponse.Cancel) entry.Confirm(response); // mark the entry as confirmed and record user response - else entry.Cancel(); // mark the entry as canceled - break; - } - } - - #endregion - - #region Misc - - private Rect GetScreenCenteredRect(float width, float height) { - return new Rect( - (float)(Screen.width * 0.5f - width * 0.5f), - (float)(Screen.height * 0.5 - height * 0.5f), - width, - height - ); - } - - #endregion - - #endregion - - #region Action Queue - - private void EnqueueAction(QueueEntry entry) { - if(entry == null) return; - busy = true; - GUI.enabled = false; // disable control on everything until next cycle - actionQueue.Enqueue(entry); - } - - private void ProcessQueue() { - if(dialog.enabled) return; // dialog is open, do not process queue - if(busy || actionQueue.Count == 0) return; - - while(actionQueue.Count > 0) { - QueueEntry queueEntry = actionQueue.Peek(); // get next item from queue - - bool goNext = false; - - // Process different types of actions - switch(queueEntry.queueActionType) { - case QueueActionType.JoystickAssignment: - goNext = ProcessJoystickAssignmentChange((JoystickAssignmentChange)queueEntry); - break; - case QueueActionType.ElementAssignment: - goNext = ProcessElementAssignmentChange((ElementAssignmentChange)queueEntry); - break; - case QueueActionType.FallbackJoystickIdentification: - goNext = ProcessFallbackJoystickIdentification((FallbackJoystickIdentification)queueEntry); - break; - case QueueActionType.Calibrate: - goNext = ProcessCalibration((Calibration)queueEntry); - break; - } - - // Quit processing the queue if we opened a modal - if(!goNext) break; - - // Remove item from queue since we're done with it - actionQueue.Dequeue(); - } - } - - private bool ProcessJoystickAssignmentChange(JoystickAssignmentChange entry) { - - // Handle user cancelation - if(entry.state == QueueEntry.State.Canceled) { // action was canceled - return true; - } - - Player player = ReInput.players.GetPlayer(entry.playerId); - if(player == null) return true; - - if(!entry.assign) { // deassign joystick - player.controllers.RemoveController(ControllerType.Joystick, entry.joystickId); - ControllerSelectionChanged(); - return true; - } - - // Assign joystick - if(player.controllers.ContainsController(ControllerType.Joystick, entry.joystickId)) return true; // same player, nothing to change - bool alreadyAssigned = ReInput.controllers.IsJoystickAssigned(entry.joystickId); - - if(!alreadyAssigned || entry.state == QueueEntry.State.Confirmed) { // not assigned or user confirmed the action already, do it - player.controllers.AddController(ControllerType.Joystick, entry.joystickId, true); - ControllerSelectionChanged(); - return true; - } - - // Create dialog and start waiting for user confirmation - dialog.StartModal(entry.id, DialogHelper.DialogType.JoystickConflict, new WindowProperties { - title = "Joystick Reassignment", - message = "This joystick is already assigned to another player. Do you want to reassign this joystick to " + player.descriptiveName + "?", - rect = GetScreenCenteredRect(defaultModalWidth, defaultModalHeight), - windowDrawDelegate = DrawModalWindow - }, - DialogResultCallback); - return false; // don't process anything more in this queue - } - - private bool ProcessElementAssignmentChange(ElementAssignmentChange entry) { - - switch(entry.changeType) { - case ElementAssignmentChangeType.ReassignOrRemove: - return ProcessRemoveOrReassignElementAssignment(entry); - case ElementAssignmentChangeType.Remove: - return ProcessRemoveElementAssignment(entry); - case ElementAssignmentChangeType.Add: - case ElementAssignmentChangeType.Replace: - return ProcessAddOrReplaceElementAssignment(entry); - case ElementAssignmentChangeType.ConflictCheck: - return ProcessElementAssignmentConflictCheck(entry); - default: - throw new System.NotImplementedException(); - } - } - - private bool ProcessRemoveOrReassignElementAssignment(ElementAssignmentChange entry) { - if(entry.context.controllerMap == null) return true; - if(entry.state == QueueEntry.State.Canceled) { // delete entry - // Enqueue a new action to delete the entry - ElementAssignmentChange newEntry = new ElementAssignmentChange(entry); // copy the entry - newEntry.changeType = ElementAssignmentChangeType.Remove; // change the type to Remove - actionQueue.Enqueue(newEntry); // enqueue the new entry - return true; - } - - // Check for user confirmation - if(entry.state == QueueEntry.State.Confirmed) { // reassign entry - // Enqueue a new action to reassign the entry - ElementAssignmentChange newEntry = new ElementAssignmentChange(entry); // copy the entry - newEntry.changeType = ElementAssignmentChangeType.Replace; // change the type to Replace - actionQueue.Enqueue(newEntry); // enqueue the new entry - return true; - } - - // Create dialog and start waiting for user assignment - dialog.StartModal(entry.id, DialogHelper.DialogType.AssignElement, new WindowProperties { - title = "Reassign or Remove", - message = "Do you want to reassign or remove this assignment?", - rect = GetScreenCenteredRect(defaultModalWidth, defaultModalHeight), - windowDrawDelegate = DrawReassignOrRemoveElementAssignmentWindow - }, - DialogResultCallback); - - return false; - } - - private bool ProcessRemoveElementAssignment(ElementAssignmentChange entry) { - if(entry.context.controllerMap == null) return true; - if(entry.state == QueueEntry.State.Canceled) return true; // user canceled - - // Delete element - if(entry.state == QueueEntry.State.Confirmed) { // user confirmed, delete it - entry.context.controllerMap.DeleteElementMap(entry.context.actionElementMapToReplace.id); - return true; - } - - // Create dialog and start waiting for user confirmation - dialog.StartModal(entry.id, DialogHelper.DialogType.DeleteAssignmentConfirmation, new WindowProperties { - title = "Remove Assignment", - message = "Are you sure you want to remove this assignment?", - rect = GetScreenCenteredRect(defaultModalWidth, defaultModalHeight), - windowDrawDelegate = DrawModalWindow - }, - DialogResultCallback); - return false; // don't process anything more in this queue - } - - private bool ProcessAddOrReplaceElementAssignment(ElementAssignmentChange entry) { - - if(entry.state == QueueEntry.State.Canceled) { - inputMapper.Stop(); - return true; // user canceled - } - - // Check for user confirmation - if(entry.state == QueueEntry.State.Confirmed) { // the action assignment has been confirmed - if(Event.current.type != EventType.Layout) return false; // only make changes in layout to avoid GUI errors when new controls appear - - // Handle conflicts - if(conflictFoundEventData != null) { // we had conflicts - // Enqueue a conflict check - ElementAssignmentChange newEntry = new ElementAssignmentChange(entry); // clone the entry - newEntry.changeType = ElementAssignmentChangeType.ConflictCheck; // set the new type to check for conflicts - actionQueue.Enqueue(newEntry); // enqueue the new entry - } - - return true; // finished - } - - // Customize the message for different controller types and different platforms - string message; - if(entry.context.controllerMap.controllerType == ControllerType.Keyboard) { - -#if UNITY_5_4_OR_NEWER - bool isOSX = Application.platform == RuntimePlatform.OSXEditor || Application.platform == RuntimePlatform.OSXPlayer; -#else - bool isOSX = Application.platform == RuntimePlatform.OSXEditor || Application.platform == RuntimePlatform.OSXPlayer || Application.platform == RuntimePlatform.OSXWebPlayer; -#endif - if(isOSX) { - message = "Press any key to assign it to this action. You may also use the modifier keys Command, Control, Alt, and Shift. If you wish to assign a modifier key itself to this action, press and hold the key for 1 second."; - } else { - message = "Press any key to assign it to this action. You may also use the modifier keys Control, Alt, and Shift. If you wish to assign a modifier key itself to this action, press and hold the key for 1 second."; - } - - // Editor modifier key disclaimer - if(Application.isEditor) { - message += "\n\nNOTE: Some modifier key combinations will not work in the Unity Editor, but they will work in a game build."; - } - - } else if(entry.context.controllerMap.controllerType == ControllerType.Mouse) { - message = "Press any mouse button or axis to assign it to this action.\n\nTo assign mouse movement axes, move the mouse quickly in the direction you want mapped to the action. Slow movements will be ignored."; - } else { - message = "Press any button or axis to assign it to this action."; - } - - // Create dialog and start waiting for user assignment - dialog.StartModal(entry.id, DialogHelper.DialogType.AssignElement, new WindowProperties { - title = "Assign", - message = message, - rect = GetScreenCenteredRect(defaultModalWidth, defaultModalHeight), - windowDrawDelegate = DrawElementAssignmentWindow - }, - DialogResultCallback); - - return false; - } - - private bool ProcessElementAssignmentConflictCheck(ElementAssignmentChange entry) { - if(entry.context.controllerMap == null) return true; - if(entry.state == QueueEntry.State.Canceled) { - inputMapper.Stop(); - return true; // user canceled - } - - if(conflictFoundEventData == null) return true; // error - - // Check for user confirmation - if(entry.state == QueueEntry.State.Confirmed) { - - if(entry.response == UserResponse.Confirm) { // remove and add - conflictFoundEventData.responseCallback(InputMapper.ConflictResponse.Replace); - } else if(entry.response == UserResponse.Custom1) { // add without removing - conflictFoundEventData.responseCallback(InputMapper.ConflictResponse.Add); - } else throw new System.NotImplementedException(); - - return true; // finished - } - - // Open a different dialog depending on if a protected conflict was found - if(conflictFoundEventData.isProtected) { - string message = conflictFoundEventData.assignment.elementDisplayName + " is already in use and is protected from reassignment. You cannot remove the protected assignment, but you can still assign the action to this element. If you do so, the element will trigger multiple actions when activated."; - - // Create dialog and start waiting for user assignment - dialog.StartModal(entry.id, DialogHelper.DialogType.AssignElement, new WindowProperties { - title = "Assignment Conflict", - message = message, - rect = GetScreenCenteredRect(defaultModalWidth, defaultModalHeight), - windowDrawDelegate = DrawElementAssignmentProtectedConflictWindow - }, - DialogResultCallback); - - } else { - string message = conflictFoundEventData.assignment.elementDisplayName + " is already in use. You may replace the other conflicting assignments, add this assignment anyway which will leave multiple actions assigned to this element, or cancel this assignment."; - - // Create dialog and start waiting for user assignment - dialog.StartModal(entry.id, DialogHelper.DialogType.AssignElement, new WindowProperties { - title = "Assignment Conflict", - message = message, - rect = GetScreenCenteredRect(defaultModalWidth, defaultModalHeight), - windowDrawDelegate = DrawElementAssignmentNormalConflictWindow - }, - DialogResultCallback); - - } - - return false; - } - - private bool ProcessFallbackJoystickIdentification(FallbackJoystickIdentification entry) { - // Handle user cancelation - if(entry.state == QueueEntry.State.Canceled) { // action was canceled - return true; - } - - // Identify joystick - if(entry.state == QueueEntry.State.Confirmed) { - // nothing to do, done - return true; - } - - // Create dialog and start waiting for user confirmation - dialog.StartModal(entry.id, DialogHelper.DialogType.JoystickConflict, new WindowProperties { - title = "Joystick Identification Required", - message = "A joystick has been attached or removed. You will need to identify each joystick by pressing a button on the controller listed below:", - rect = GetScreenCenteredRect(defaultModalWidth, defaultModalHeight), - windowDrawDelegate = DrawFallbackJoystickIdentificationWindow - }, - DialogResultCallback, - 1.0f); // add a longer delay after the dialog opens to prevent one joystick press from being used for subsequent joysticks if held for a short time - return false; // don't process anything more in this queue - } - - private bool ProcessCalibration(Calibration entry) { - // Handle user cancelation - if(entry.state == QueueEntry.State.Canceled) { // action was canceled - return true; - } - - if(entry.state == QueueEntry.State.Confirmed) { - return true; - } - - // Create dialog and start waiting for user confirmation - dialog.StartModal(entry.id, DialogHelper.DialogType.JoystickConflict, new WindowProperties { - title = "Calibrate Controller", - message = "Select an axis to calibrate on the " + entry.joystick.name + ".", - rect = GetScreenCenteredRect(450, 480), - windowDrawDelegate = DrawCalibrationWindow - }, - DialogResultCallback); - return false; // don't process anything more in this queue - } - - #endregion - - #region Selection Chaging - - private void PlayerSelectionChanged() { - ClearControllerSelection(); - } - - private void ControllerSelectionChanged() { - ClearMapSelection(); - } - - private void ClearControllerSelection() { - selectedController.Clear(); // reset the device selection because joystick list will have changed - ClearMapSelection(); - } - - #endregion - - #region Clear - - private void ClearMapSelection() { - selectedMapCategoryId = -1; // clear map cat selection - selectedMap = null; - } - - private void ResetAll() { - ClearWorkingVars(); - initialized = false; - showMenu = false; - } - - private void ClearWorkingVars() { - selectedPlayer = null; - ClearMapSelection(); - selectedController.Clear(); - actionScrollPos = new Vector2(); - dialog.FullReset(); - actionQueue.Clear(); - busy = false; - startListening = false; - conflictFoundEventData = null; - inputMapper.Stop(); - } - - #endregion - - #region GUI State - - private void SetGUIStateStart() { - guiState = true; - if(busy) guiState = false; - pageGUIState = guiState && !busy && !dialog.enabled && !dialog.busy; // enable page gui only if not busy and not in dialog mode - if(GUI.enabled != guiState) GUI.enabled = guiState; - } - - private void SetGUIStateEnd() { - // always enable GUI again before exiting - guiState = true; - if(!GUI.enabled) GUI.enabled = guiState; - } - - #endregion - - #region Joystick Connection Callbacks - - private void JoystickConnected(ControllerStatusChangedEventArgs args) { - // Reload maps if a joystick is connected - if(ReInput.controllers.IsControllerAssigned(args.controllerType, args.controllerId)) { - // Load the maps for the player(s) that are assigned this joystick - foreach(Player player in ReInput.players.AllPlayers) { - if(player.controllers.ContainsController(args.controllerType, args.controllerId)) { - ReInput.userDataStore.LoadControllerData(player.id, args.controllerType, args.controllerId); - } - } - } else { - // Just load the general joystick save data - ReInput.userDataStore.LoadControllerData(args.controllerType, args.controllerId); - } - - - // Always force reidentification of all joysticks when a joystick is added or removed when using Unity input on a platform that requires manual identification - if(ReInput.unityJoystickIdentificationRequired) IdentifyAllJoysticks(); - } - - private void JoystickPreDisconnect(ControllerStatusChangedEventArgs args) { - // Check if the current editing controller was just disconnected and deselect it - if(selectedController.hasSelection && args.controllerType == selectedController.type && args.controllerId == selectedController.id) { - ClearControllerSelection(); // joystick was disconnected - } - - // Save the user maps before the joystick is disconnected if in the menu since user may have changed something - if(showMenu) { - if(ReInput.controllers.IsControllerAssigned(args.controllerType, args.controllerId)) { - foreach(Player player in ReInput.players.AllPlayers) { - if(!player.controllers.ContainsController(args.controllerType, args.controllerId)) continue; - ReInput.userDataStore.SaveControllerData(player.id, args.controllerType, args.controllerId); - } - } else { - ReInput.userDataStore.SaveControllerData(args.controllerType, args.controllerId); - } - } - } - - private void JoystickDisconnected(ControllerStatusChangedEventArgs args) { - // Close dialogs and clear queue if a joystick is disconnected - if(showMenu) ClearWorkingVars(); - - // Always force reidentification of all joysticks when a joystick is added or removed when using Unity input - if(ReInput.unityJoystickIdentificationRequired) IdentifyAllJoysticks(); - } - - #endregion - - #region Mapping Listener Event Handlers - - private void OnConflictFound(InputMapper.ConflictFoundEventData data) { - this.conflictFoundEventData = data; - } - - private void OnStopped(InputMapper.StoppedEventData data) { - this.conflictFoundEventData = null; - } - - #endregion - - #region Fallback Methods - - public void IdentifyAllJoysticks() { - // Check if there are any joysticks - if(ReInput.controllers.joystickCount == 0) return; // no joysticks, nothing to do - - // Clear all vars first which will clear dialogs and queues - ClearWorkingVars(); - - // Open the menu if its closed - Open(); - - // Enqueue the joysticks up for identification - foreach(Joystick joystick in ReInput.controllers.Joysticks) { - actionQueue.Enqueue(new FallbackJoystickIdentification(joystick.id, joystick.name)); // enqueue each joystick for identification - } - } - - #endregion - - #region Editor Methods - - protected void CheckRecompile() { -#if UNITY_EDITOR - // Destroy system if recompiling - if(UnityEditor.EditorApplication.isCompiling) { // editor is recompiling - if(!isCompiling) { // this is the first cycle of recompile - ResetAll(); - isCompiling = true; - } - GUILayout.Window(0, GetScreenCenteredRect(300, 100), RecompileWindow, new GUIContent("Scripts are Compiling")); - return; - } - - // Check for end of compile - if(isCompiling) { // compiling is done - isCompiling = false; - Initialize(); - } -#endif - } - - private void RecompileWindow(int windowId) { -#if UNITY_EDITOR - GUILayout.FlexibleSpace(); - GUILayout.Label("Please wait while script compilation finishes..."); - GUILayout.FlexibleSpace(); -#endif - } - - #endregion - - #region Classes - - private class ControllerSelection { - private int _id; - private int _idPrev; - private ControllerType _type; - private ControllerType _typePrev; - - public ControllerSelection() { - Clear(); - } - - public int id { - get { - return _id; - } - set { - _idPrev = _id; - _id = value; - } - } - - public ControllerType type { - get { - return _type; - } - set { - _typePrev = _type; - _type = value; - } - } - - public int idPrev { get { return _idPrev; } } - public ControllerType typePrev { get { return _typePrev; } } - public bool hasSelection { get { return _id >= 0; } } - - public void Set(int id, ControllerType type) { - this.id = id; - this.type = type; - } - - public void Clear() { - _id = -1; - _idPrev = -1; - _type = ControllerType.Joystick; - _typePrev = ControllerType.Joystick; - } - } - - private class DialogHelper { - private const float openBusyDelay = 0.25f; // a small delay after opening the window that prevents assignment input for a short time after window opens - private const float closeBusyDelay = 0.1f; // a small after closing the window that the GUI will still be busy to prevent button clickthrough - - private DialogType _type; - private bool _enabled; - private float _busyTime; - private bool _busyTimerRunning; - private float busyTimer { get { if(!_busyTimerRunning) return 0.0f; return _busyTime - Time.realtimeSinceStartup; } } - - public bool enabled { - get { - return _enabled; - } - set { - if(value) { - if(_type == DialogType.None) return; // cannot enable, no type set - StateChanged(openBusyDelay); - } else { - _enabled = value; - _type = DialogType.None; - StateChanged(closeBusyDelay); - } - - } - } - public DialogType type { - get { - if(!_enabled) return DialogType.None; - return _type; - } - set { - if(value == DialogType.None) { - _enabled = false; - StateChanged(closeBusyDelay); - } else { - _enabled = true; - StateChanged(openBusyDelay); - } - _type = value; - } - } - public bool busy { get { return _busyTimerRunning; } } - - private Action drawWindowDelegate; - private GUI.WindowFunction drawWindowFunction; - private WindowProperties windowProperties; - - private int currentActionId; - private Action resultCallback; - - public DialogHelper() { - drawWindowDelegate = DrawWindow; - drawWindowFunction = new GUI.WindowFunction(drawWindowDelegate); - } - - public void StartModal(int queueActionId, DialogType type, WindowProperties windowProperties, Action resultCallback) { - StartModal(queueActionId, type, windowProperties, resultCallback, -1.0f); - } - public void StartModal(int queueActionId, DialogType type, WindowProperties windowProperties, Action resultCallback, float openBusyDelay) { - currentActionId = queueActionId; - this.windowProperties = windowProperties; - this.type = type; - this.resultCallback = resultCallback; - if(openBusyDelay >= 0.0f) StateChanged(openBusyDelay); // override with user defined open busy delay - } - - public void Update() { - Draw(); - UpdateTimers(); - } - - public void Draw() { - if(!_enabled) return; - bool origGuiEnabled = GUI.enabled; - GUI.enabled = true; - GUILayout.Window(windowProperties.windowId, windowProperties.rect, drawWindowFunction, windowProperties.title); - GUI.FocusWindow(windowProperties.windowId); - if(GUI.enabled != origGuiEnabled) GUI.enabled = origGuiEnabled; - } - - public void DrawConfirmButton() { - DrawConfirmButton("Confirm"); - } - public void DrawConfirmButton(string title) { - bool origGUIEnabled = GUI.enabled; // store original gui state - if(busy) GUI.enabled = false; // disable GUI if dialog is busy to prevent click though - if(GUILayout.Button(title)) { - Confirm(UserResponse.Confirm); - } - if(GUI.enabled != origGUIEnabled) GUI.enabled = origGUIEnabled; // restore GUI - } - - public void DrawConfirmButton(UserResponse response) { - DrawConfirmButton(response, "Confirm"); - } - public void DrawConfirmButton(UserResponse response, string title) { - bool origGUIEnabled = GUI.enabled; // store original gui state - if(busy) GUI.enabled = false; // disable GUI if dialog is busy to prevent click though - if(GUILayout.Button(title)) { - Confirm(response); - } - if(GUI.enabled != origGUIEnabled) GUI.enabled = origGUIEnabled; // restore GUI - } - - public void DrawCancelButton() { - DrawCancelButton("Cancel"); - } - public void DrawCancelButton(string title) { - bool origGUIEnabled = GUI.enabled; // store original gui state - if(busy) GUI.enabled = false; // disable GUI if dialog is busy to prevent click though - if(GUILayout.Button(title)) { - Cancel(); - } - if(GUI.enabled != origGUIEnabled) GUI.enabled = origGUIEnabled; // restore GUI - } - - public void Confirm() { - Confirm(UserResponse.Confirm); - } - public void Confirm(UserResponse response) { - resultCallback(currentActionId, response); - Close(); - } - - public void Cancel() { - resultCallback(currentActionId, UserResponse.Cancel); - Close(); - } - - private void DrawWindow(int windowId) { - windowProperties.windowDrawDelegate(windowProperties.title, windowProperties.message); - } - - private void UpdateTimers() { - if(_busyTimerRunning) { - if(busyTimer <= 0.0f) _busyTimerRunning = false; - } - } - - private void StartBusyTimer(float time) { - _busyTime = time + Time.realtimeSinceStartup; - _busyTimerRunning = true; - } - - private void Close() { - Reset(); - StateChanged(closeBusyDelay); - } - - private void StateChanged(float delay) { - StartBusyTimer(delay); - } - - private void Reset() { - _enabled = false; - _type = DialogType.None; - currentActionId = -1; - resultCallback = null; - } - - private void ResetTimers() { - _busyTimerRunning = false; - } - - public void FullReset() { - Reset(); - ResetTimers(); - } - - // Enums - - public enum DialogType { - None = 0, - JoystickConflict = 1, - ElementConflict = 2, - KeyConflict = 3, - DeleteAssignmentConfirmation = 10, - AssignElement = 11 - } - } - - private abstract class QueueEntry { - public int id { get; protected set; } - public QueueActionType queueActionType { get; protected set; } - public State state { get; protected set; } - public UserResponse response { get; protected set; } - - private static int uidCounter; - protected static int nextId { - get { - int id = uidCounter; - uidCounter += 1; - return id; - } - } - - public QueueEntry(QueueActionType queueActionType) { - id = nextId; - this.queueActionType = queueActionType; - } - - public void Confirm(UserResponse response) { - state = State.Confirmed; - this.response = response; - } - - public void Cancel() { - state = State.Canceled; - } - - public enum State { - Waiting = 0, - Confirmed = 1, - Canceled = 2 - } - } - - private class JoystickAssignmentChange : QueueEntry { - public int playerId { get; private set; } - public int joystickId { get; private set; } - public bool assign { get; private set; } - - public JoystickAssignmentChange( - int newPlayerId, - int joystickId, - bool assign - ) - : base(QueueActionType.JoystickAssignment) { - this.playerId = newPlayerId; - this.joystickId = joystickId; - this.assign = assign; - } - } - - private class ElementAssignmentChange : QueueEntry { - - public ElementAssignmentChangeType changeType { get; set; } - public InputMapper.Context context { get; private set; } - - public ElementAssignmentChange(ElementAssignmentChangeType changeType, InputMapper.Context context) - : base(QueueActionType.ElementAssignment) { - this.changeType = changeType; - this.context = context; - } - - public ElementAssignmentChange(ElementAssignmentChange other) - : this(other.changeType, other.context.Clone()) { - } - } - - private class FallbackJoystickIdentification : QueueEntry { - public int joystickId { get; private set; } - public string joystickName { get; private set; } - - public FallbackJoystickIdentification( - int joystickId, - string joystickName - ) - : base(QueueActionType.FallbackJoystickIdentification) { - this.joystickId = joystickId; - this.joystickName = joystickName; - } - } - - private class Calibration : QueueEntry { - public Player player { get; private set; } - public ControllerType controllerType { get; private set; } - public Joystick joystick { get; private set; } - public CalibrationMap calibrationMap { get; private set; } - - public int selectedElementIdentifierId; - public bool recording; - - public Calibration( - Player player, - Joystick joystick, - CalibrationMap calibrationMap - ) - : base(QueueActionType.Calibrate) { - this.player = player; - this.joystick = joystick; - this.calibrationMap = calibrationMap; - selectedElementIdentifierId = -1; - } - } - - private struct WindowProperties { - public int windowId; - public Rect rect; - public Action windowDrawDelegate; - public string title; - public string message; - } - - #endregion - - #region Enums - - private enum QueueActionType { - None = 0, - JoystickAssignment = 1, - ElementAssignment = 2, - FallbackJoystickIdentification = 3, - Calibrate = 4 - } - - private enum ElementAssignmentChangeType { - Add = 0, - Replace = 1, - Remove = 2, - ReassignOrRemove = 3, - ConflictCheck = 4 - } - - - public enum UserResponse { - Confirm = 0, - Cancel = 1, - Custom1 = 2, - Custom2 = 3 - } - #endregion - } -} \ No newline at end of file diff --git a/Assets/ThirdParty/Rewired/Examples/ControlRemapping1/Scripts/ControlRemappingDemo1.cs.meta b/Assets/ThirdParty/Rewired/Examples/ControlRemapping1/Scripts/ControlRemappingDemo1.cs.meta deleted file mode 100644 index 7945afd53..000000000 --- a/Assets/ThirdParty/Rewired/Examples/ControlRemapping1/Scripts/ControlRemappingDemo1.cs.meta +++ /dev/null @@ -1,25 +0,0 @@ -fileFormatVersion: 2 -guid: d46c5e39d37919f489db349f4e4ebccc -labels: -- Input -- Joysticks -- Controllers -- Rewired -- Hotplugging -- Keyboard -- Mouse -- Touch -- InputManager -- Control -- Gamepad -- Controller -- Joystick -- Xbox360 -- XInput -- DirectInput -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - 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Maddox, Guavaman Enterprises. All rights reserved. - -namespace Rewired.Demos { - - using UnityEngine; - using System.Collections; - using Rewired; - - /* IMPORTANT NOTE: Basic tilt control is now available through using the Tilt Control component. Please see - * the documentation on Touch Controls for more information: http://guavaman.com/rewired/docs/TouchControls.html - * - * This is a simple demo to show how to use a Custom Controller to handle tilt input on a mobile device - */ - - [AddComponentMenu("")] - public class CustomControllersTiltDemo : MonoBehaviour { - - public Transform target; // the object that will be moving -- the cube in this case - public float speed = 10.0F; - private CustomController controller; - private Player player; - - void Awake() { -#if UNITY_2021_2_OR_NEWER - Screen.orientation = ScreenOrientation.LandscapeLeft; -#else - Screen.orientation = ScreenOrientation.Landscape; -#endif - player = ReInput.players.GetPlayer(0); // get the Rewired Player - ReInput.InputSourceUpdateEvent += OnInputUpdate; // subscribe to input update event - controller = (CustomController)player.controllers.GetControllerWithTag(ControllerType.Custom, "TiltController"); // get the Custom Controller from the player by the Tag set in the editor - } - - void Update() { - if(target == null) return; - - Vector3 dir = Vector3.zero; - - // Get the tilt vectors using Action names - dir.y = player.GetAxis("Tilt Vertical"); - dir.x = player.GetAxis("Tilt Horizontal"); - - if(dir.sqrMagnitude > 1) dir.Normalize(); - - dir *= Time.deltaTime; - target.Translate(dir * speed); - } - - - /// - /// This will be called each time input updates. Use this to push values into the Custom Controller axes. - /// - private void OnInputUpdate() { - // Get the acceleration values from UnityEngine.Input and push into the controller - Vector3 acceleration = Input.acceleration; - controller.SetAxisValue(0, acceleration.x); - controller.SetAxisValue(1, acceleration.y); - controller.SetAxisValue(2, acceleration.z); - } - } -} \ No newline at end of file diff --git a/Assets/ThirdParty/Rewired/Examples/CustomControllersTilt/Scripts/CustomControllersTiltDemo.cs.meta b/Assets/ThirdParty/Rewired/Examples/CustomControllersTilt/Scripts/CustomControllersTiltDemo.cs.meta deleted file mode 100644 index e5306fa78..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomControllersTilt/Scripts/CustomControllersTiltDemo.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 3e3b489bc9087f94a88ddaec74354c85 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/ThirdParty/Rewired/Examples/CustomControllersTouch.meta b/Assets/ThirdParty/Rewired/Examples/CustomControllersTouch.meta deleted file mode 100644 index a9c7a59f5..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomControllersTouch.meta +++ /dev/null @@ -1,22 +0,0 @@ -fileFormatVersion: 2 -guid: d594a986f39b7e5448476ce611e91eaf -labels: -- Input -- Joysticks -- Controllers -- Rewired -- Hotplugging -- Keyboard -- Mouse -- Touch -- InputManager -- Control -- Gamepad -- Controller -- Joystick -- Xbox360 -- XInput -- DirectInput -folderAsset: yes -DefaultImporter: - 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userData: diff --git a/Assets/ThirdParty/Rewired/Examples/CustomControllersTouch/Scripts/CustomControllerDemo.cs b/Assets/ThirdParty/Rewired/Examples/CustomControllersTouch/Scripts/CustomControllerDemo.cs deleted file mode 100644 index 34a29df5b..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomControllersTouch/Scripts/CustomControllerDemo.cs +++ /dev/null @@ -1,171 +0,0 @@ -// Copyright (c) 2014 Augie R. Maddox, Guavaman Enterprises. All rights reserved. - -namespace Rewired.Demos { - - using UnityEngine; - using System; - using System.Collections.Generic; - using Rewired; - - /* IMPORTANT NOTE: Touch control is now available through using the Touch Controller components. Please see - * the documentation on Touch Controls for more information: http://guavaman.com/rewired/docs/TouchControls.html - * - * Demonstrates using a CustomController to drive input. A custom controller allows you to set your own sources for axis - * and button input. This could be any type of controller or virtual controller. Anything that can return a float or a - * bool value can be used as an element source. - * - * This example creates two on-screen thumb pads which will control the two characters. You can use the mouse to control - * the thumb pads if you do not have a touch screen. - */ - - [AddComponentMenu("")] - public class CustomControllerDemo : MonoBehaviour { - - public int playerId; - public string controllerTag; - public bool useUpdateCallbacks; - - private int buttonCount; - private int axisCount; - private float[] axisValues; - private bool[] buttonValues; - - private TouchJoystickExample[] joysticks; - private TouchButtonExample[] buttons; - private CustomController controller; - - [NonSerialized] // Don't serialize this so the value is lost on an editor script recompile. - private bool initialized; - - private void Awake() { - ScreenOrientation orientation; -#if UNITY_2021_2_OR_NEWER - orientation = ScreenOrientation.LandscapeLeft; -#else - orientation = ScreenOrientation.Landscape; -#endif - if (SystemInfo.deviceType == DeviceType.Handheld && Screen.orientation != orientation) { // set screen to landscape mode - Screen.orientation = orientation; - } - Initialize(); - } - - private void Initialize() { - // Subscribe to the input source update event so we can update our source element data before controllers are updated - ReInput.InputSourceUpdateEvent += OnInputSourceUpdate; - - // Get the touch controls - joysticks = GetComponentsInChildren(); - buttons = GetComponentsInChildren(); - - // Get expected element counts - axisCount = joysticks.Length * 2; // 2 axes per stick - buttonCount = buttons.Length; - - // Set up arrays to store our current source element values - axisValues = new float[axisCount]; - buttonValues = new bool[buttonCount]; - - // Find the controller we want to manage - Player player = ReInput.players.GetPlayer(playerId); // get the player - controller = player.controllers.GetControllerWithTag(controllerTag); // get the controller - - if(controller == null) { - Debug.LogError("A matching controller was not found for tag \"" + controllerTag + "\""); - } - - // Verify controller has the number of elements we're expecting - if(controller.buttonCount != buttonValues.Length || controller.axisCount != axisValues.Length) { // controller has wrong number of elements - Debug.LogError("Controller has wrong number of elements!"); - } - - // Callback Update Method: - // Set callbacks to retrieve current element values. - // This is a different way of updating the element values in the controller. - // You set an update function for axes and buttons and these functions will be called - // to retrieve the current source element values on every update loop in which input is updated. - if(useUpdateCallbacks && controller != null) { - controller.SetAxisUpdateCallback(GetAxisValueCallback); - controller.SetButtonUpdateCallback(GetButtonValueCallback); - } - - initialized = true; - } - - private void Update() { - if(!ReInput.isReady) return; // Exit if Rewired isn't ready. This would only happen during a script recompile in the editor. - if(!initialized) Initialize(); // Reinitialize after a recompile in the editor - } - - private void OnInputSourceUpdate() { - // This will be called every time the input sources are updated - // It may be called in Update, Fixed Update, and/or OnGUI depending on the UpdateLoop setting in InputManager - // If you need to know what update loop this was called in, check currentUpdateLoop - - // Update the source element values from our source, whatever that may be - GetSourceAxisValues(); - GetSourceButtonValues(); - - // Set the current values directly in the controller - if(!useUpdateCallbacks) { // if not using update callbacks, set the values directly, otherwise controller values will be updated via callbacks - SetControllerAxisValues(); - SetControllerButtonValues(); - } - } - - // Get the current values from the source elements. - - private void GetSourceAxisValues() { - // Get the current element values from our source and store them - for(int i = 0; i < axisValues.Length; i++) { - if(i % 2 != 0) {// odd - axisValues[i] = joysticks[i/2].position.y; - } else { // even - axisValues[i] = joysticks[i / 2].position.x; - } - } - } - - private void GetSourceButtonValues() { - // Get the current element values from our source and store them - for(int i = 0; i < buttonValues.Length; i++) { - buttonValues[i] = buttons[i].isPressed; - } - } - - // One way to set values in the controller is to set them directly with SetAxisValue and SetButtonValue - // If you use this method, you should make sure you call it from the InputSourceUpdateEvent because this - // event will be called once for every update loop in which input is updated. - - private void SetControllerAxisValues() { - // Set the element values directly in the controller - for(int i = 0; i < axisValues.Length; i++) { - controller.SetAxisValue(i, axisValues[i]); - } - } - - private void SetControllerButtonValues() { - // Set the element values directly in the controller - for(int i = 0; i < buttonValues.Length; i++) { - controller.SetButtonValue(i, buttonValues[i]); - } - } - - // Callbacks - - private float GetAxisValueCallback(int index) { - // This will be called by each axis element in the Custom Controller when updating its raw value - // Get the current value from the source axis at index - if(index >= axisValues.Length) return 0.0f; - return axisValues[index]; - } - - private bool GetButtonValueCallback(int index) { - // This will be called by each button element in the Custom Controller when updating its raw value - // Get the current value from the source button at index - if(index >= buttonValues.Length) return false; - return buttonValues[index]; - } - - } -} diff --git a/Assets/ThirdParty/Rewired/Examples/CustomControllersTouch/Scripts/CustomControllerDemo.cs.meta b/Assets/ThirdParty/Rewired/Examples/CustomControllersTouch/Scripts/CustomControllerDemo.cs.meta deleted file mode 100644 index f6d769982..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomControllersTouch/Scripts/CustomControllerDemo.cs.meta +++ /dev/null @@ -1,25 +0,0 @@ -fileFormatVersion: 2 -guid: 2b3e00941bd5f514585e9a3463bdb3d0 -labels: -- Input -- Joysticks -- Controllers -- Rewired -- Hotplugging -- Keyboard -- Mouse -- Touch -- InputManager -- Control -- Gamepad -- Controller -- Joystick -- Xbox360 -- XInput -- DirectInput -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/ThirdParty/Rewired/Examples/CustomControllersTouch/Scripts/CustomControllerDemo_Player.cs b/Assets/ThirdParty/Rewired/Examples/CustomControllersTouch/Scripts/CustomControllerDemo_Player.cs deleted file mode 100644 index e9f8241d8..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomControllersTouch/Scripts/CustomControllerDemo_Player.cs +++ /dev/null @@ -1,61 +0,0 @@ -// Copyright (c) 2014 Augie R. Maddox, Guavaman Enterprises. All rights reserved. - -namespace Rewired.Demos { - - using UnityEngine; - using Rewired; - - [AddComponentMenu("")] - [RequireComponent(typeof(CharacterController))] - public class CustomControllerDemo_Player : MonoBehaviour { - - public int playerId; - public float speed = 1; - public float bulletSpeed = 20; - public GameObject bulletPrefab; - - private Player _player; // the Rewired player - private CharacterController cc; - - private Player player { - get { - // Get the Rewired Player object for this player. Refresh it as needed so it will get the new reference after a script recompile in the editor. - if(_player == null) _player = ReInput.players.GetPlayer(playerId); - return _player; - } - } - - void Awake() { - cc = GetComponent(); - } - - void Update() { - if(!ReInput.isReady) return; // Exit if Rewired isn't ready. This would only happen during a script recompile in the editor. - - Vector2 moveVector = new Vector2( - player.GetAxis("Move Horizontal"), - player.GetAxis("Move Vertical") - ); - - cc.Move(moveVector * speed * Time.deltaTime); - - if(player.GetButtonDown("Fire")) { - Vector3 offset = Vector3.Scale(new Vector3(1, 0, 0), transform.right); - GameObject bullet = (GameObject)Instantiate(bulletPrefab, transform.position + offset, Quaternion.identity); - Vector3 velocity = new Vector3(bulletSpeed * transform.right.x, 0, 0); -#if UNITY_6000_0_OR_NEWER - bullet.GetComponent().linearVelocity = velocity; -#else - bullet.GetComponent().velocity = velocity; -#endif - } - - if(player.GetButtonDown("Change Color")) { - Renderer renderer = GetComponent(); - Material mat = renderer.material; - mat.color = new Color(Random.Range(0.0f, 1.0f), Random.Range(0.0f, 1.0f), Random.Range(0.0f, 1.0f), 1.0f); - renderer.material = mat; - } - } - } -} \ No newline at end of file diff --git a/Assets/ThirdParty/Rewired/Examples/CustomControllersTouch/Scripts/CustomControllerDemo_Player.cs.meta b/Assets/ThirdParty/Rewired/Examples/CustomControllersTouch/Scripts/CustomControllerDemo_Player.cs.meta deleted file mode 100644 index 8ff9c1534..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomControllersTouch/Scripts/CustomControllerDemo_Player.cs.meta +++ /dev/null @@ -1,25 +0,0 @@ -fileFormatVersion: 2 -guid: c357115f2e9ee164493a694adb86d57c -labels: -- Input -- Joysticks -- Controllers -- Rewired -- Hotplugging -- Keyboard -- Mouse -- Touch -- InputManager -- Control -- Gamepad -- Controller -- Joystick -- Xbox360 -- XInput -- DirectInput -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/ThirdParty/Rewired/Examples/CustomControllersTouch/Scripts/TouchButtonExample.cs b/Assets/ThirdParty/Rewired/Examples/CustomControllersTouch/Scripts/TouchButtonExample.cs deleted file mode 100644 index 2fd86223f..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomControllersTouch/Scripts/TouchButtonExample.cs +++ /dev/null @@ -1,46 +0,0 @@ -// Copyright (c) 2017 Augie R. Maddox, Guavaman Enterprises. All rights reserved. - -#pragma warning disable 0649 - -namespace Rewired.Demos { - - using UnityEngine; - using UnityEngine.UI; - using UnityEngine.EventSystems; - - [AddComponentMenu("")] - [RequireComponent(typeof(Image))] - public class TouchButtonExample : MonoBehaviour, IPointerDownHandler, IPointerUpHandler { - - public bool allowMouseControl = true; - - public bool isPressed { - get; - private set; - } - - private void Awake() { - if(SystemInfo.deviceType == DeviceType.Handheld) allowMouseControl = false; // disable mouse control on touch devices - } - - private void Restart() { - isPressed = false; - } - - void IPointerDownHandler.OnPointerDown(PointerEventData eventData) { - if(!allowMouseControl && IsMousePointerId(eventData.pointerId)) return; - isPressed = true; - } - - void IPointerUpHandler.OnPointerUp(PointerEventData eventData) { - if(!allowMouseControl && IsMousePointerId(eventData.pointerId)) return; - isPressed = false; - } - - private static bool IsMousePointerId(int id) { - return id == PointerInputModule.kMouseLeftId || - id == PointerInputModule.kMouseRightId || - id == PointerInputModule.kMouseMiddleId; - } - } -} \ No newline at end of file diff --git a/Assets/ThirdParty/Rewired/Examples/CustomControllersTouch/Scripts/TouchButtonExample.cs.meta b/Assets/ThirdParty/Rewired/Examples/CustomControllersTouch/Scripts/TouchButtonExample.cs.meta deleted file mode 100644 index 43d0a8d25..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomControllersTouch/Scripts/TouchButtonExample.cs.meta +++ /dev/null @@ -1,25 +0,0 @@ -fileFormatVersion: 2 -guid: 174af37dfe12f4649a3cb6fd71a10596 -labels: -- Input -- Joysticks -- Controllers -- Rewired -- Hotplugging -- Keyboard -- Mouse -- Touch -- InputManager -- Control -- Gamepad -- Controller -- Joystick -- Xbox360 -- XInput -- DirectInput -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/ThirdParty/Rewired/Examples/CustomControllersTouch/Scripts/TouchJoystickExample.cs b/Assets/ThirdParty/Rewired/Examples/CustomControllersTouch/Scripts/TouchJoystickExample.cs deleted file mode 100644 index 985288325..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomControllersTouch/Scripts/TouchJoystickExample.cs +++ /dev/null @@ -1,109 +0,0 @@ -// Copyright (c) 2017 Augie R. Maddox, Guavaman Enterprises. All rights reserved. - -#pragma warning disable 0649 - -namespace Rewired.Demos { - - using System; - using UnityEngine; - using UnityEngine.UI; - using UnityEngine.EventSystems; - - [AddComponentMenu("")] - [RequireComponent(typeof(Image))] - public class TouchJoystickExample : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler { - - public bool allowMouseControl = true; - public int radius = 50; - - private Vector2 origAnchoredPosition; - private Vector3 origWorldPosition; - private Vector2 origScreenResolution; - private ScreenOrientation origScreenOrientation; - - [NonSerialized] // do not serialize this in case of an editor recompile - private bool hasFinger; - [NonSerialized] // do not serialize this in case of an editor recompile - private int lastFingerId; - - public Vector2 position { - get; - private set; - } - - private void Start() { - if(SystemInfo.deviceType == DeviceType.Handheld) allowMouseControl = false; // disable mouse control on touch devices - StoreOrigValues(); - } - - private void Update() { - // Watch for changes that require recalculating the starting position - if(Screen.width != origScreenResolution.x || - Screen.height != origScreenResolution.y || - Screen.orientation != origScreenOrientation) { - Restart(); - StoreOrigValues(); - } - } - - private void Restart() { - hasFinger = false; - (transform as RectTransform).anchoredPosition = origAnchoredPosition; - position = Vector2.zero; - } - - private void StoreOrigValues() { - origAnchoredPosition = (transform as RectTransform).anchoredPosition; - origWorldPosition = transform.position; - origScreenResolution = new Vector2(Screen.width, Screen.height); - origScreenOrientation = Screen.orientation; - } - - private void UpdateValue(Vector3 value) { - var delta = origWorldPosition - value; - delta.y = -delta.y; - delta /= radius; - position = new Vector2(-delta.x, delta.y); - } - - void IPointerDownHandler.OnPointerDown(PointerEventData eventData) { - if(hasFinger) return; // already a finger controlling this joystick - if(!allowMouseControl && IsMousePointerId(eventData.pointerId)) return; - - hasFinger = true; - lastFingerId = eventData.pointerId; - } - - void IPointerUpHandler.OnPointerUp(PointerEventData eventData) { - if(eventData.pointerId != lastFingerId) return; // ignore if it doesn't match the finger id - if(!allowMouseControl && IsMousePointerId(eventData.pointerId)) return; - - Restart(); - } - - void IDragHandler.OnDrag(PointerEventData eventData) { - if(!hasFinger || eventData.pointerId != lastFingerId) return; // not the right finger - - // Find the change in position from the center point of the joystick to the current finger position - Vector3 delta = new Vector3( - eventData.position.x - origWorldPosition.x, - eventData.position.y - origWorldPosition.y - ); - - // Clamp the delta to the joystick's max radius - delta = Vector3.ClampMagnitude(delta, radius); - - // Find the new joystick position - Vector3 newPos = origWorldPosition + delta; - - transform.position = newPos; // set the position - UpdateValue(newPos); // update the output value - } - - private static bool IsMousePointerId(int id) { - return id == PointerInputModule.kMouseLeftId || - id == PointerInputModule.kMouseRightId || - id == PointerInputModule.kMouseMiddleId; - } - } -} \ No newline at end of file diff --git a/Assets/ThirdParty/Rewired/Examples/CustomControllersTouch/Scripts/TouchJoystickExample.cs.meta b/Assets/ThirdParty/Rewired/Examples/CustomControllersTouch/Scripts/TouchJoystickExample.cs.meta deleted file mode 100644 index 08882825e..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomControllersTouch/Scripts/TouchJoystickExample.cs.meta +++ /dev/null @@ -1,25 +0,0 @@ -fileFormatVersion: 2 -guid: 8358d62c6a42dcb49896f8e5678186f7 -labels: -- Input -- Joysticks -- Controllers -- Rewired -- Hotplugging -- Keyboard -- Mouse -- Touch -- InputManager -- Control -- Gamepad -- Controller -- Joystick -- Xbox360 -- XInput -- DirectInput -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - 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- _actionCategoryId: 0 - _actionId: 2 - _elementType: 1 - _elementIdentifierId: 4 - _axisRange: 0 - _invert: 0 - _axisContribution: 0 - _keyboardKeyCode: 0 - _modifierKey1: 0 - _modifierKey2: 0 - _modifierKey3: 0 - - _actionCategoryId: 0 - _actionId: 3 - _elementType: 1 - _elementIdentifierId: 5 - _axisRange: 0 - _invert: 0 - _axisContribution: 0 - _keyboardKeyCode: 0 - _modifierKey1: 0 - _modifierKey2: 0 - _modifierKey3: 0 - - _actionCategoryId: 0 - _actionId: 4 - _elementType: 1 - _elementIdentifierId: 4 - _axisRange: 0 - _invert: 0 - _axisContribution: 1 - _keyboardKeyCode: 0 - _modifierKey1: 0 - _modifierKey2: 0 - _modifierKey3: 0 - - _actionCategoryId: 0 - _actionId: 4 - _elementType: 1 - _elementIdentifierId: 5 - _axisRange: 0 - _invert: 0 - _axisContribution: 0 - _keyboardKeyCode: 0 - _modifierKey1: 0 - _modifierKey2: 0 - _modifierKey3: 0 - - _actionCategoryId: 0 - _actionId: 5 - _elementType: 1 - _elementIdentifierId: 7 - _axisRange: 0 - _invert: 0 - _axisContribution: 1 - _keyboardKeyCode: 0 - _modifierKey1: 0 - _modifierKey2: 0 - _modifierKey3: 0 - - _actionCategoryId: 0 - _actionId: 5 - _elementType: 1 - _elementIdentifierId: 8 - _axisRange: 0 - _invert: 0 - _axisContribution: 0 - _keyboardKeyCode: 0 - _modifierKey1: 0 - _modifierKey2: 0 - _modifierKey3: 0 - - _actionCategoryId: 0 - _actionId: 6 - _elementType: 1 - _elementIdentifierId: 14 - _axisRange: 0 - _invert: 0 - _axisContribution: 0 - _keyboardKeyCode: 0 - _modifierKey1: 0 - _modifierKey2: 0 - _modifierKey3: 0 - - id: 2 - categoryId: 0 - layoutId: 0 - name: - hardwareGuidString: 00000000-0000-0000-0000-000000000000 - customControllerUid: 0 - actionElementMaps: - - _actionCategoryId: 0 - _actionId: 0 - _elementType: 0 - _elementIdentifierId: 0 - _axisRange: 0 - _invert: 0 - _axisContribution: 0 - _keyboardKeyCode: 0 - _modifierKey1: 0 - _modifierKey2: 0 - _modifierKey3: 0 - - _actionCategoryId: 0 - _actionId: 1 - _elementType: 0 - _elementIdentifierId: 1 - _axisRange: 0 - _invert: 0 - _axisContribution: 0 - _keyboardKeyCode: 0 - _modifierKey1: 0 - _modifierKey2: 0 - _modifierKey3: 0 - - _actionCategoryId: 0 - _actionId: 2 - _elementType: 1 - _elementIdentifierId: 32 - _axisRange: 0 - _invert: 0 - _axisContribution: 0 - _keyboardKeyCode: 0 - _modifierKey1: 0 - _modifierKey2: 0 - _modifierKey3: 0 - - _actionCategoryId: 0 - _actionId: 3 - _elementType: 1 - _elementIdentifierId: 33 - _axisRange: 0 - _invert: 0 - _axisContribution: 0 - _keyboardKeyCode: 0 - _modifierKey1: 0 - _modifierKey2: 0 - _modifierKey3: 0 - - _actionCategoryId: 0 - _actionId: 4 - _elementType: 1 - _elementIdentifierId: 32 - _axisRange: 0 - _invert: 0 - _axisContribution: 0 - _keyboardKeyCode: 0 - _modifierKey1: 0 - _modifierKey2: 0 - _modifierKey3: 0 - - _actionCategoryId: 0 - _actionId: 4 - _elementType: 1 - _elementIdentifierId: 33 - _axisRange: 0 - _invert: 0 - _axisContribution: 1 - _keyboardKeyCode: 0 - _modifierKey1: 0 - _modifierKey2: 0 - _modifierKey3: 0 - - _actionCategoryId: 0 - _actionId: 5 - _elementType: 1 - _elementIdentifierId: 34 - _axisRange: 0 - _invert: 0 - _axisContribution: 0 - _keyboardKeyCode: 0 - _modifierKey1: 0 - _modifierKey2: 0 - _modifierKey3: 0 - - _actionCategoryId: 0 - _actionId: 5 - _elementType: 1 - _elementIdentifierId: 35 - _axisRange: 0 - _invert: 0 - _axisContribution: 1 - _keyboardKeyCode: 0 - _modifierKey1: 0 - _modifierKey2: 0 - _modifierKey3: 0 - - _actionCategoryId: 0 - _actionId: 6 - _elementType: 1 - _elementIdentifierId: 36 - _axisRange: 0 - _invert: 0 - _axisContribution: 0 - _keyboardKeyCode: 0 - _modifierKey1: 0 - _modifierKey2: 0 - _modifierKey3: 0 - keyboardMaps: [] - mouseMaps: [] - customControllerMaps: [] - customControllers: [] - controllerMapLayoutManagerRuleSets: [] - controllerMapEnablerRuleSets: [] - playerIdCounter: 5 - actionIdCounter: 7 - actionCategoryIdCounter: 1 - inputBehaviorIdCounter: 1 - mapCategoryIdCounter: 1 - joystickLayoutIdCounter: 1 - keyboardLayoutIdCounter: 1 - mouseLayoutIdCounter: 1 - customControllerLayoutIdCounter: 1 - joystickMapIdCounter: 3 - keyboardMapIdCounter: 0 - mouseMapIdCounter: 0 - customControllerMapIdCounter: 0 - customControllerIdCounter: 0 - controllerMapLayoutManagerSetIdCounter: 0 - controllerMapEnablerSetIdCounter: 0 - _controllerDataFiles: {fileID: 11400000, guid: d21d2b20df8369642b76aafbb2576ba7, - type: 2} ---- !u!1 &1991194983 -GameObject: - m_ObjectHideFlags: 0 - m_PrefabParentObject: {fileID: 0} - m_PrefabInternal: {fileID: 0} - serializedVersion: 4 - m_Component: - - 4: {fileID: 1991194986} - - 114: {fileID: 1991194985} - - 114: {fileID: 1991194984} - m_Layer: 0 - m_Name: VibrationTest - m_TagString: Untagged - m_Icon: {fileID: 0} - m_NavMeshLayer: 0 - m_StaticEditorFlags: 0 - m_IsActive: 1 ---- !u!114 &1991194984 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_PrefabParentObject: {fileID: 0} - m_PrefabInternal: {fileID: 0} - m_GameObject: {fileID: 1991194983} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: 69020cf2ef82cc549b34d9b4e4b4856f, type: 3} - m_Name: - m_EditorClassIdentifier: - playerId: 1 - vibrationIncrement: .100000001 ---- !u!114 &1991194985 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_PrefabParentObject: {fileID: 0} - m_PrefabInternal: {fileID: 0} - m_GameObject: {fileID: 1991194983} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: 69020cf2ef82cc549b34d9b4e4b4856f, type: 3} - m_Name: - m_EditorClassIdentifier: - playerId: 0 - vibrationIncrement: .100000001 ---- !u!4 &1991194986 -Transform: - m_ObjectHideFlags: 0 - m_PrefabParentObject: {fileID: 0} - m_PrefabInternal: {fileID: 0} - m_GameObject: {fileID: 1991194983} - m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} - m_LocalPosition: {x: 0, y: 0, z: 0} - m_LocalScale: {x: 1, y: 1, z: 1} - m_Children: [] - m_Father: {fileID: 1711880987} diff --git a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scenes/CustomPlatformExample.unity.meta b/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scenes/CustomPlatformExample.unity.meta deleted file mode 100644 index 253eeb0f2..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scenes/CustomPlatformExample.unity.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 7cc16686dcb544942a7b06cdbcbcdc3f -timeCreated: 1710972259 -licenseType: Store -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts.meta b/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts.meta deleted file mode 100644 index 391359fb9..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 720d68180827f6246ae80a4289a9bd13 -folderAsset: yes -timeCreated: 1710971960 -licenseType: Store -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/CustomPlatformHardwareJoystickMapPlatformDataSet.cs b/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/CustomPlatformHardwareJoystickMapPlatformDataSet.cs deleted file mode 100644 index 60145f8e8..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/CustomPlatformHardwareJoystickMapPlatformDataSet.cs +++ /dev/null @@ -1,15 +0,0 @@ -// Copyright (c) 2024 Augie R. Maddox, Guavaman Enterprises. All rights reserved. - -#pragma warning disable 0649 // disable warnings about unused variables - -namespace Rewired.Demos.CustomPlatform { - - /// - /// Contains a list of controller definition platform map for a particular custom platform. - /// - [System.Serializable] - public class CustomPlatformHardwareJoystickMapPlatformDataSet : UnityEngine.ScriptableObject { - - public System.Collections.Generic.List platformMaps; - } -} diff --git a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/CustomPlatformHardwareJoystickMapPlatformDataSet.cs.meta b/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/CustomPlatformHardwareJoystickMapPlatformDataSet.cs.meta deleted file mode 100644 index fad88fd84..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/CustomPlatformHardwareJoystickMapPlatformDataSet.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 143d84ae7e8021f4295707c743b2c7ea -timeCreated: 1710972623 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/CustomPlatformHardwareJoystickMapProvider.cs b/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/CustomPlatformHardwareJoystickMapProvider.cs deleted file mode 100644 index fdf6e1fc5..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/CustomPlatformHardwareJoystickMapProvider.cs +++ /dev/null @@ -1,52 +0,0 @@ -// Copyright (c) 2024 Augie R. Maddox, Guavaman Enterprises. All rights reserved. - -#pragma warning disable 0649 // disable warnings about unused variables - -namespace Rewired.Demos.CustomPlatform { - - /// - /// An example implementation of a hardware joystick map platform map provider. - /// Finds the matching platform map for the controller in question for the current custom platform. - /// - [System.Serializable] - public class CustomPlatformHardwareJoystickMapProvider : Rewired.Platforms.Custom.IHardwareJoystickMapCustomPlatformMapProvider { - - /// - /// The list of Platform joystick data sets. - /// - public System.Collections.Generic.List platformJoystickDataSets; - - public Rewired.Data.Mapping.HardwareJoystickMap.Platform GetPlatformMap(int customPlatformId, System.Guid hardwareTypeGuid) { - var platformDataSet = GetPlatformDataSet(customPlatformId); - if (platformDataSet == null) return null; - return GetPlatformMap(platformDataSet, hardwareTypeGuid); - } - - private CustomPlatformHardwareJoystickMapPlatformDataSet GetPlatformDataSet(int customPlatformId) { - int count = platformJoystickDataSets.Count; - for (int i = 0; i < count; i++) { - if (platformJoystickDataSets[i] != null && (int)platformJoystickDataSets[i].platformType == customPlatformId) { - return platformJoystickDataSets[i].dataSet; - } - } - return null; - } - - static private Rewired.Data.Mapping.HardwareJoystickMap.Platform GetPlatformMap(CustomPlatformHardwareJoystickMapPlatformDataSet platformDataSet, System.Guid hardwareTypeGuid) { - if (platformDataSet == null || platformDataSet.platformMaps == null) return null; - int count = platformDataSet.platformMaps.Count; - for (int i = 0; i < count; i++) { - if (platformDataSet.platformMaps[i] != null && platformDataSet.platformMaps[i].Matches(hardwareTypeGuid)) { - return platformDataSet.platformMaps[i].GetPlatformMap(); - } - } - return null; - } - - [System.Serializable] - public class PlatformDataSet { - public CustomPlatformType platformType; - public CustomPlatformHardwareJoystickMapPlatformDataSet dataSet; - } - } -} diff --git a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/CustomPlatformHardwareJoystickMapProvider.cs.meta b/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/CustomPlatformHardwareJoystickMapProvider.cs.meta deleted file mode 100644 index 910b8a5fb..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/CustomPlatformHardwareJoystickMapProvider.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 9331996fff0dbd74e9550569bc5e7e02 -timeCreated: 1710808578 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/CustomPlatformManager.cs b/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/CustomPlatformManager.cs deleted file mode 100644 index c49f60973..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/CustomPlatformManager.cs +++ /dev/null @@ -1,58 +0,0 @@ -// Copyright (c) 2024 Augie R. Maddox, Guavaman Enterprises. All rights reserved. - -#pragma warning disable 0649 // disable warnings about unused variables - -namespace Rewired.Demos.CustomPlatform { - - /// - /// Example custom platform manager. - /// Add this component to the Rewired Input Manager GameObject or a child GameObject and Rewired - /// will set the custom platform during initialization. - /// The first active and enabled component that implements - /// found that returns a non-null will be used by - /// Rewired during initialization to set the custom platform. - /// - public sealed class CustomPlatformManager : UnityEngine.MonoBehaviour, Rewired.Platforms.Custom.ICustomPlatformInitializer { - - /// - /// Provides custom platform joystick definition maps. - /// - public CustomPlatformHardwareJoystickMapProvider mapProvider; - - /// - /// Gets the custom platform options to initialize a custom platform. - /// Called during Rewired initialization. - /// Return null to not use a custom platform. - /// - /// Custom platform init options - public Rewired.Platforms.Custom.CustomPlatformInitOptions GetCustomPlatformInitOptions() { - - // You can use #if conditionals or other means to determine which custom platform to initialize, if any. - - // Create platform options - var options = new Rewired.Platforms.Custom.CustomPlatformInitOptions(); - - // Set the platform id - options.platformId = (int)CustomPlatformType.MyPlatform; - - // Set the platform identifier string - options.platformIdentifierString = "MyPlatform"; - - // Set the map provider - options.hardwareJoystickMapCustomPlatformMapProvider = mapProvider; - - // Create platform configuration values - var configVars = new Rewired.Platforms.Custom.CustomPlatformConfigVars() { - ignoreInputWhenAppNotInFocus = true, - useNativeKeyboard = true, - useNativeMouse = true - }; - - // Create and set the input source - options.inputSource = new MyPlatformInputSource(configVars); - - return options; - } - } - -} diff --git a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/CustomPlatformManager.cs.meta b/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/CustomPlatformManager.cs.meta deleted file mode 100644 index 412224b1c..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/CustomPlatformManager.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 0fd3d77ee1eecd44b8299a6dafd248f9 -timeCreated: 1710898984 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/CustomPlatformType.cs b/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/CustomPlatformType.cs deleted file mode 100644 index d382b1f83..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/CustomPlatformType.cs +++ /dev/null @@ -1,12 +0,0 @@ -// Copyright (c) 2024 Augie R. Maddox, Guavaman Enterprises. All rights reserved. - -namespace Rewired.Demos.CustomPlatform { - - /// - /// Example user-defined platform enum. - /// - public enum CustomPlatformType { - MyPlatform = 0 - } - -} \ No newline at end of file diff --git a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/CustomPlatformType.cs.meta b/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/CustomPlatformType.cs.meta deleted file mode 100644 index dffd69730..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/CustomPlatformType.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 3ff9ec72fd59e584b81b0692d0115ba3 -timeCreated: 1710899820 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/Editor.meta b/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/Editor.meta deleted file mode 100644 index 54e7bc1be..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/Editor.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: dd5523149ec5e1940b544eef9309897e -folderAsset: yes -timeCreated: 1710966421 -licenseType: Store -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/Editor/CreateScriptableObjects.cs b/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/Editor/CreateScriptableObjects.cs deleted file mode 100644 index a049be16d..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/Editor/CreateScriptableObjects.cs +++ /dev/null @@ -1,61 +0,0 @@ -// Copyright (c) 2024 Augie R. Maddox, Guavaman Enterprises. All rights reserved. - -#pragma warning disable 0649 // disable warnings about unused variables - -#if UNITY_EDITOR - -namespace Rewired.Demos.CustomPlatform { - - public static class CreateScriptableObjects { - - /// - /// Creates a scriptable object asset. - /// - [UnityEditor.MenuItem("Assets/Create/Rewired/Demos/CustomPlatform/MyPlatformHardwareJoystickMapPlatformMap")] - public static void CreateMyPlatformHardwareJoystickMapPlatformMap() { - EditorTools.CreateScriptableObjectAsset(); - } - - /// - /// Creates a scriptable object asset. - /// - [UnityEditor.MenuItem("Assets/Create/Rewired/Demos/CustomPlatform/CustomPlatformHardwareJoystickMapPlatformDataSet")] - public static void CreateCustomPlatformHardwareJoystickMapPlatformDataSet() { - EditorTools.CreateScriptableObjectAsset(); - } - - private static class EditorTools { - - private static string ASSET_PATH_REL = "Assets"; - - /// - // This makes it easy to create, name and place unique new ScriptableObject asset files. - /// - public static string CreateScriptableObjectAsset(bool saveNow) where T : UnityEngine.ScriptableObject { - T asset = UnityEngine.ScriptableObject.CreateInstance(); - - string path = UnityEditor.AssetDatabase.GetAssetPath(UnityEditor.Selection.activeObject); - if (path == "") { - path = ASSET_PATH_REL; - } else if (System.IO.Path.GetExtension(path) != "") { - path = path.Replace(System.IO.Path.GetFileName(UnityEditor.AssetDatabase.GetAssetPath(UnityEditor.Selection.activeObject)), ""); - } - - string assetPathAndName = UnityEditor.AssetDatabase.GenerateUniqueAssetPath(path + "/New " + typeof(T).Name.ToString() + ".asset"); - - UnityEditor.AssetDatabase.CreateAsset(asset, assetPathAndName); - - if (saveNow) UnityEditor.AssetDatabase.SaveAssets(); - UnityEditor.EditorUtility.FocusProjectWindow(); - UnityEditor.Selection.activeObject = asset; - - return assetPathAndName; - } - public static string CreateScriptableObjectAsset() where T : UnityEngine.ScriptableObject { - return CreateScriptableObjectAsset(true); - } - } - } -} - -#endif diff --git a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/Editor/CreateScriptableObjects.cs.meta b/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/Editor/CreateScriptableObjects.cs.meta deleted file mode 100644 index 5a04ad208..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/Editor/CreateScriptableObjects.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 97438895e0fb1d64b9b5e1bacddcc53d -timeCreated: 1710966671 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformControllerExtension.cs b/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformControllerExtension.cs deleted file mode 100644 index 0038ca436..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformControllerExtension.cs +++ /dev/null @@ -1,74 +0,0 @@ -// Copyright (c) 2024 Augie R. Maddox, Guavaman Enterprises. All rights reserved. - -namespace Rewired.Demos.CustomPlatform { - - /// - /// A controller extension for this custom platform. - /// This allows supporting special features such as vibration and other custom functionality. - /// Implementing Rewired.Interfaces.IControllerVibrator allows Rewired's Controller and Player vibration function calls to work. - /// - public sealed class MyPlatformControllerExtension : ControllerExtensions.CustomControllerExtension, Rewired.Interfaces.IControllerVibrator { - - /// - /// Constructor. - /// - /// Source joystick. - public MyPlatformControllerExtension(MyPlatformInputSource.Joystick sourceJoystick) : base(new Source(sourceJoystick)) { - } - /// - /// Copy constructor. - /// - /// Object to copy - private MyPlatformControllerExtension(MyPlatformControllerExtension other) : base(other) { - } - - /// - /// Makes a shallow copy of the object. - /// - /// Shallow copy of the object. - public override Controller.Extension ShallowCopy() { - return new MyPlatformControllerExtension(this); - } - - // Implement IControllerVibrator interface so Rewired vibration works - - public int vibrationMotorCount { - get { - return 2; - } - } - - public void SetVibration(int motorIndex, float motorLevel) { - ((Source)GetSource()).sourceJoystick.SetVibration(motorIndex, motorLevel); - } - - public void SetVibration(int motorIndex, float motorLevel, float duration) { - ((Source)GetSource()).sourceJoystick.SetVibration(motorIndex, motorLevel, duration); - } - - public void SetVibration(int motorIndex, float motorLevel, bool stopOtherMotors) { - ((Source)GetSource()).sourceJoystick.SetVibration(motorIndex, motorLevel, stopOtherMotors); - } - - public void SetVibration(int motorIndex, float motorLevel, float duration, bool stopOtherMotors) { - ((Source)GetSource()).sourceJoystick.SetVibration(motorIndex, motorLevel, duration, stopOtherMotors); - } - - public float GetVibration(int motorIndex) { - return ((Source)GetSource()).sourceJoystick.GetVibration(motorIndex); - } - - public void StopVibration() { - ((Source)GetSource()).sourceJoystick.StopVibration(); - } - - class Source : Rewired.Interfaces.IControllerExtensionSource { - - public readonly MyPlatformInputSource.Joystick sourceJoystick; - - public Source(MyPlatformInputSource.Joystick sourceJoystick) { - this.sourceJoystick = sourceJoystick; - } - } - } -} diff --git a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformControllerExtension.cs.meta b/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformControllerExtension.cs.meta deleted file mode 100644 index 9f87a2865..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformControllerExtension.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: f4c10048dc8534440bbb9ea069de1ec0 -timeCreated: 1710899031 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformControllerIdentifier.cs b/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformControllerIdentifier.cs deleted file mode 100644 index f1adda73f..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformControllerIdentifier.cs +++ /dev/null @@ -1,12 +0,0 @@ -// Copyright (c) 2024 Augie R. Maddox, Guavaman Enterprises. All rights reserved. - -namespace Rewired.Demos.CustomPlatform { - - /// - /// Example identifying information for a controller. - /// - public struct MyPlatformControllerIdentifier { - public ushort vendorId; - public ushort productId; - } -} diff --git a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformControllerIdentifier.cs.meta b/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformControllerIdentifier.cs.meta deleted file mode 100644 index df077a24a..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformControllerIdentifier.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 168c623928dd5a947a2f7cd507383e64 -timeCreated: 1710899099 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformHardwareJoystickMapPlatformMap.cs b/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformHardwareJoystickMapPlatformMap.cs deleted file mode 100644 index 75fb6a0f7..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformHardwareJoystickMapPlatformMap.cs +++ /dev/null @@ -1,152 +0,0 @@ -// Copyright (c) 2024 Augie R. Maddox, Guavaman Enterprises. All rights reserved. - -#pragma warning disable 0649 // disable warnings about unused variables - -namespace Rewired.Demos.CustomPlatform { - - /// - /// Example implementation of a Hardware Joystick Map Platform Map for a custom platform. - /// This allows you to create controller definitions to match to connected controllers. - /// This is required for controllers to be recognized and work with the Controller Map system. - /// This implementation uses a Unity SerializedObject for ease of managing definitions. - /// This could alternately be implemented entirely in code without using a SerializedObject if you like. - /// - /// This example shows the most complex setup which includes custom matching criteria with user-defined variables - /// and map variants. These are both optional features and should only be implemented if you need them. - /// - /// If you have no special needs and matching on device string name is good enough, you can skip creating these - /// classes entirely and simply use the built-in HardwareJoystickMapCustomPlatformMapSimpleSO class. - /// This requires no code. Simply create an instance from the right-click menu: - /// Create -> Rewired -> Custom Platform -> Simple Joystick Platform Map - /// - public sealed class MyPlatformHardwareJoystickMapPlatformMap : Rewired.Platforms.Custom.HardwareJoystickMapCustomPlatformMapSO { - - /// - /// The platform map. - /// This contains all the serialized data. - /// IMPORTANT: This field MUST exist, MUST be named "platformMap" and MUST be serializable. - /// (If you make it private, add the [UnityEngine.SerializeField] attribute.) - /// - public PlatformMap platformMap; - - /// - /// Returns the Platform Map. - /// - /// Platform Map - public override Rewired.Data.Mapping.HardwareJoystickMap.Platform GetPlatformMap() { - return platformMap; - } - - #region Classes - - /// - /// (Optional) Platform map interim base class. - /// This interim class is only required if using variants. - /// DO NOT add variants to this class. - /// Variants must be serialized in the child class below to avoid infinite recursion. - /// - [System.Serializable] - public class PlatformMapBase : Rewired.Platforms.Custom.HardwareJoystickMapCustomPlatformMap { - - /// - /// Creates a new instance of this object. - /// Every subclass class must implement this. - /// - /// A new instance of this object. - protected override object CreateInstance() { - return new PlatformMapBase(); // create a new instance of this class - } - } - - /// - /// Platform map implementation. - /// User-defined MatchingCriteria is used as generic type argument in HardwareJoystickMapCustomPlatformMap. - /// - [System.Serializable] - public sealed class PlatformMap : PlatformMapBase { // inherit from PlatformMapBase created above if supporting variants, otherwise inherit from Rewired.Platforms.Custom.HardwareJoystickMapCustomPlatformMap. - - /// - /// (Optional) Platform map variants. - /// Each variant defines an independent set of matching criteria and a list of axes and buttons. - /// This allows matching multiple different controllers or variants of controller hardware to the same Rewired Joystick type. - /// Example: You may want to match other controller types to the Xbox One controller definition. - /// If you want to support variants, this field must be named "variants" and be serialized. - /// - public PlatformMapBase[] variants; - - /// - /// (Optional) Gets the list of variants. - /// This function must be implemented if using variants. - /// - /// - public override System.Collections.Generic.IList GetVariants() { return variants; } - - /// - /// Creates a new instance of this object. - /// Every subclass class must implement this. - /// - /// A new instance of this object. - protected override object CreateInstance() { - return new PlatformMap(); // create a new instance of this class - } - } - - /// - /// Matching criteria implementation. - /// Determines if a controller matches specific criteria. - /// This is only necessary if you need custom variables for matching. - /// If you don't, just pass Rewired.Platforms.Custom.HardwareJoystickMapCustomPlatformMapSimple.MatchingCriteria - /// as the generic type argument in Rewired.Platforms.Custom.HardwareJoystickMapCustomPlatformMap - /// instead of defining your own MatchingCriteria class. - /// - [System.Serializable] - public sealed class MatchingCriteria : Rewired.Platforms.Custom.HardwareJoystickMapCustomPlatformMap.MatchingCriteria { - - // User-defined serialized values for matching based on custom criteria - public uint vendorId; - public uint productId; - - /// - /// Determines if the controller matches to this platform map based on user-defined identifying information. - /// Override this function to match on custom matching criteria. - /// - /// User-defined identifying information supplied to the Controller on creation. - /// True if identifying information matches, false if not. - public override bool Matches(object customIdentifier) { - if (!(customIdentifier is MyPlatformControllerIdentifier)) return false; - MyPlatformControllerIdentifier identifier = (MyPlatformControllerIdentifier)customIdentifier; - return identifier.productId == productId && - identifier.vendorId == vendorId; - } - - /// - /// Creates a new instance of this object. - /// Every subclass class must implement this. - /// - /// A new instance of this object. - protected override object CreateInstance() { - return new MatchingCriteria(); // create a new instance of this class - } - - /// - /// Called when object is deep cloned. - /// Override this function to clone local data the class, if any. - /// - /// The object which will receive the cloned data. - protected override void DeepClone(object destination) { - base.DeepClone(destination); - - MatchingCriteria tDest = (MatchingCriteria)destination; // cast to this type - - // Copy all user-defined values - tDest.vendorId = vendorId; - tDest.productId = productId; - - // If copying arrays or other reference object types, they need to be explicitly - // copied so the original object reference is not copied to the clone. - } - } - - #endregion - } -} \ No newline at end of file diff --git a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformHardwareJoystickMapPlatformMap.cs.meta b/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformHardwareJoystickMapPlatformMap.cs.meta deleted file mode 100644 index 8e6865c36..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformHardwareJoystickMapPlatformMap.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: ffeb348cda9daaf4e9e3c9ae99798c9e -timeCreated: 1711146067 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformInputSource.cs b/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformInputSource.cs deleted file mode 100644 index 998496bca..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformInputSource.cs +++ /dev/null @@ -1,259 +0,0 @@ -// Copyright (c) 2024 Augie R. Maddox, Guavaman Enterprises. All rights reserved. - -namespace Rewired.Demos.CustomPlatform { - - /// - /// An example custom input source for a custom platform. - /// This is for managing Joysticks. - /// Must implement . - /// This is an extremely simple implementation and only one of many possible approaches. - /// Real-world design depends on how the platform input API works as each work very differently. - /// (Polling vs event-based, separate input thread, etc.) - /// No function in this class should be called from a separate thread. - /// If multi-threaded input is required, input should be read on a separate thread, enqueued, - /// and consumed by the Joystick/Controller on Update in a thread-safe manner (mutex). - /// - public sealed class MyPlatformInputSource : Rewired.Platforms.Custom.CustomPlatformInputSource { - - /// - /// Source of joysticks. This is just for this example. - /// This would be replaced by a system that interfaces with the platform input API. - /// - private UnityInputJoystickSource _joystickInputSource = new UnityInputJoystickSource(); - - /// - /// Prevents anything from being called until input source is initialized. - /// - private bool _initialized; - - /// - /// Determines if the input source is ready. - /// Input source must be ready before it can be used. - /// - public override bool isReady { - get { - return _initialized; - } - } - - /// - /// Constructor. - /// - /// Custom platform configuration variables - public MyPlatformInputSource(Rewired.Platforms.Custom.CustomPlatformConfigVars configVars) : - base( - configVars, - new InitOptions() { - // Optionally create a custom keyboard source. If this is ommitted or set to null, UnityEngine.Input will be used for keyboard handling. - // configVars.useNativeKeyboard must also be set to true or this keyboard source will not be used. - unifiedKeyboardSource = new MyPlatformUnifiedKeyboardSource(), - // Optionally create a custom mouse source. If this is ommitted or set to null, UnityEngine.Input will be used for mouse handling. - // configVars.useNativeMouse must also be set to true or this mouse source will not be used. - unifiedMouseSource = new MyPlatformUnifiedMouseSource() - } - ) - { - } - - /// - /// This is called once automatically during Rewired initialization. - /// - protected override void OnInitialize() { - base.OnInitialize(); - - // Do any required platform initialization... - - _initialized = true; - - // Get joysticks on init so they are ready in Awake for scripts - MonitorDeviceChanges(); - } - - /// - /// Called once per enabled update loop frame. - /// - public override void Update() { - - _joystickInputSource.Update(); - - // Handle device connection and disconnection - MonitorDeviceChanges(); - } - - /// - /// Check to see if any devices have been connected or disconnected. - /// - private void MonitorDeviceChanges() { - - // Find joysticks on the system and add/remove them as necessary - - // Get the current joystick list - var joysticks = GetJoysticks(); - - // Get the current system joystick list - var systemJoysticks = _joystickInputSource.GetJoysticks(); - - // Handle joystick disconnections first - // For each joystick already connected - // if system joystick list does not contain joystick, remove it - - for (int i = joysticks.Count - 1; i >= 0; i--) { // iterate list backwards so items can be removed - var joystick = joysticks[i] as Joystick; // cast to local override Joystick type - if (ContainsSystemJoystickBySystemId(systemJoysticks, joystick.sourceJoystick.systemId)) continue; - - // Found an orphaned joystick. Remove it. - RemoveJoystick(joystick); // remove it from the joystick list - } - - // Handle new joystick connections - // For each joystick detected on system: - // if joysticks does not contain system joystick, add it - // if maintaining a joystick history, retrieve joystick from history, otherwise create new Joystick and add it - - for (int i = 0; i < systemJoysticks.Count; i++) { - var systemJoystick = systemJoysticks[i]; - if (ContainsJoystickBySystemId(joysticks, systemJoystick.systemId)) continue; - - // Found a new joystick - Joystick newJoystick = new Joystick(systemJoystick); // create the joystick - - // Add a custom controller extension if you have extra features you want to support through a Controller Extension - if (systemJoystick.vibrationMotorCount > 0) { - newJoystick.extension = new MyPlatformControllerExtension(newJoystick); - } - - AddJoystick(newJoystick); // add it to the joystick list - } - } - - #region IDisposable Implementation - - private bool _disposed; - - /* Uncomment if freeing native resources - ~TestInputSource() { - Dispose(false); - }*/ - - protected override void Dispose(bool disposing) { - if (_disposed) return; - - if (disposing) { - // free other managed objects that implement - // IDisposable only - } - - // release any unmanaged objects - // set the object references to null - - _disposed = true; - - base.Dispose(disposing); - } - - #endregion - - /// - /// Find the index of a joystick by system id. - /// - /// The joysticks list. - /// The system id of the joystick. - /// True if found, false if not. - private static bool ContainsJoystickBySystemId(System.Collections.Generic.IList joysticks, long systemId) { - for (int i = 0; i < joysticks.Count; i++) { - if (joysticks[i].systemId == systemId) return true; - } - return false; - } - - /// - /// Find the index of a system joystick by system id. - /// - /// The joysticks list. - /// The system id of the joystick. - /// True if found, false if not. - private static bool ContainsSystemJoystickBySystemId(System.Collections.Generic.IList systemJoysticks, long systemId) { - for (int i = 0; i < systemJoysticks.Count; i++) { - if (systemJoysticks[i].systemId == systemId) { - return true; - } - } - return false; - } - - /// - /// Example Joystick implementation that supports vibration. - /// - new public sealed class Joystick : Rewired.Platforms.Custom.CustomPlatformInputSource.Joystick, Rewired.Interfaces.IControllerVibrator { - - private UnityInputJoystickSource.Joystick _sourceJoystick; - - public UnityInputJoystickSource.Joystick sourceJoystick { get { return _sourceJoystick; } } - - /// - /// Constructor. - /// - /// The source joystick. - /// sourceJoystick is null. - public Joystick(UnityInputJoystickSource.Joystick sourceJoystick) - : base(sourceJoystick.deviceName, sourceJoystick.systemId, sourceJoystick.axisCount, sourceJoystick.buttonCount) - { - if (sourceJoystick == null) throw new System.ArgumentNullException("sourceJoystick"); - _sourceJoystick = sourceJoystick; - customIdentifier = _sourceJoystick.identifier; // add additional identifying information for definition matching - deviceInstanceGuid = sourceJoystick.deviceInstanceGuid; // set persistent device identifier, if available. do not set this if a persistent unique identifier cannot be created or obtained on the current platform. - } - - // Public Methods - - /// - /// Called once per frame. Used to update input values. - /// - public override void Update() { - - // Fill button values - for (int i = 0; i < buttonCount; i++) { - SetButtonValue(i, sourceJoystick.GetButtonValue(i)); - //SetButtonFloatValue(i, sourceJoystick.GetButtonFloatValue(i)); // use if pressure-sensitive buttons - } - - // Fill axis values - for (int i = 0; i < axisCount; i++) { - SetAxisValue(i, sourceJoystick.GetAxisValue(i)); - } - } - - // Implement IControllerVibrator interface so Rewired vibration works - - public int vibrationMotorCount { - get { - return _sourceJoystick.vibrationMotorCount; - } - } - - public void SetVibration(int motorIndex, float motorLevel) { - _sourceJoystick.SetVibration(motorIndex, motorLevel); - } - - public void SetVibration(int motorIndex, float motorLevel, float duration) { - _sourceJoystick.SetVibration(motorIndex, motorLevel, duration); - } - - public void SetVibration(int motorIndex, float motorLevel, bool stopOtherMotors) { - _sourceJoystick.SetVibration(motorIndex, motorLevel, stopOtherMotors); - } - - public void SetVibration(int motorIndex, float motorLevel, float duration, bool stopOtherMotors) { - _sourceJoystick.SetVibration(motorIndex, motorLevel, duration, stopOtherMotors); - } - - public float GetVibration(int motorIndex) { - return _sourceJoystick.GetVibration(motorIndex); - } - - public void StopVibration() { - _sourceJoystick.StopVibration(); - } - } - } -} diff --git a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformInputSource.cs.meta b/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformInputSource.cs.meta deleted file mode 100644 index 0665f83da..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformInputSource.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 5e994a74496359448a914db12c193069 -timeCreated: 1710899132 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformUnifiedKeyboardSource.cs b/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformUnifiedKeyboardSource.cs deleted file mode 100644 index c2b1194f8..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformUnifiedKeyboardSource.cs +++ /dev/null @@ -1,65 +0,0 @@ -// Copyright (c) 2024 Augie R. Maddox, Guavaman Enterprises. All rights reserved. - -namespace Rewired.Demos.CustomPlatform { - - /// - /// An example custom keyboard input source that wraps UnityEngine.Input. - /// - public class MyPlatformUnifiedKeyboardSource : Rewired.Platforms.Custom.CustomPlatformUnifiedKeyboardSource { - - private static readonly Rewired.KeyboardKeyCode[] keyCodes = (Rewired.KeyboardKeyCode[])System.Enum.GetValues(typeof(Rewired.KeyboardKeyCode)); - - protected override void OnInitialize() { - base.OnInitialize(); - - // Customize some key labels. - // This could be used to support keyboard layouts and localization. - // These key labels will be shown wherever the key name is returned - // such as ActionElementMap.elementIdentifierName. - - // Create a new key property map - // A new KeyPropertyMap will default to US keyboard layout key labels - KeyPropertyMap map = new KeyPropertyMap(); - - // Set a single key label - map.Set( - new KeyPropertyMap.Key() { - keyCode = Rewired.KeyboardKeyCode.A, - label = "[A]" - } - ); - - // Set multiple of key labels at the same time - map.Set( - new [] { - new KeyPropertyMap.Key() { keyCode = Rewired.KeyboardKeyCode.B, label = "[B]" }, - new KeyPropertyMap.Key() { keyCode = Rewired.KeyboardKeyCode.C, label = "[C]" }, - new KeyPropertyMap.Key() { keyCode = Rewired.KeyboardKeyCode.D, label = "[D]" } - } - ); - - // Assign the new map - keyPropertyMap = map; - } - - /// - /// Called once per enabled update loop frame. - /// - protected override void Update() { - - // Update input values - - // Set by values key code - for (int i = 0; i < keyCodes.Length; i++) { - SetKeyValue(keyCodes[i], UnityEngine.Input.GetKey((UnityEngine.KeyCode)keyCodes[i])); - } - - // Values can also be set by key index.Keyboard element identifier ids can be found here: - // https://guavaman.com/rewired/files/docs/RewiredKeyboardElementIdentifiersCSV.zip - // To get button index from element identfier id: Rewired.Keyboard.GetButtonIndexById - // To get button index from key code: See Rewired.Keyboard.GetButtonIndexByKeyCode - - // Keyboard key count is fixed. Can be obtained from this.buttonCount. - } - } -} diff --git a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformUnifiedKeyboardSource.cs.meta b/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformUnifiedKeyboardSource.cs.meta deleted file mode 100644 index 4a44f0351..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformUnifiedKeyboardSource.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: bfdf11af8d1d8ff4db70a217aa401049 -timeCreated: 1711149969 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformUnifiedMouseSource.cs b/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformUnifiedMouseSource.cs deleted file mode 100644 index fb12b2d69..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformUnifiedMouseSource.cs +++ /dev/null @@ -1,43 +0,0 @@ -// Copyright (c) 2024 Augie R. Maddox, Guavaman Enterprises. All rights reserved. - -namespace Rewired.Demos.CustomPlatform { - - /// - /// An example custom mouse input source that wraps UnityEngine.Input. - /// - public class MyPlatformUnifiedMouseSource : Rewired.Platforms.Custom.CustomPlatformUnifiedMouseSource { - - /// - /// Mouse screen position in pixels. - /// - public override UnityEngine.Vector2 mousePosition { - get { - return UnityEngine.Input.mousePosition; - } - } - - /// - /// Called once per enabled update loop frame. - /// - protected override void Update() { - - // Update input values - - // Set axis values - // Mouse axis count is fixed. Can be obtained from this.axisCount. - SetAxisValue(0, UnityEngine.Input.GetAxis("MouseAxis1")); - SetAxisValue(1, UnityEngine.Input.GetAxis("MouseAxis2")); - SetAxisValue(2, UnityEngine.Input.GetAxis("MouseAxis3")); - - // Set button values - // Mouse button count is fixed. Can be obtained from this.buttonCount. - SetButtonValue(0, UnityEngine.Input.GetButton("MouseButton0")); - SetButtonValue(1, UnityEngine.Input.GetButton("MouseButton1")); - SetButtonValue(2, UnityEngine.Input.GetButton("MouseButton2")); - SetButtonValue(3, UnityEngine.Input.GetButton("MouseButton3")); - SetButtonValue(4, UnityEngine.Input.GetButton("MouseButton4")); - SetButtonValue(5, UnityEngine.Input.GetButton("MouseButton5")); - SetButtonValue(6, UnityEngine.Input.GetButton("MouseButton6")); - } - } -} diff --git a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformUnifiedMouseSource.cs.meta b/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformUnifiedMouseSource.cs.meta deleted file mode 100644 index 5aea9ed06..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/MyPlatformUnifiedMouseSource.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: caacbf253eddeb14e8863f3ad7ebd5ef -timeCreated: 1711149984 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/UnityJoystickInputSource.cs b/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/UnityJoystickInputSource.cs deleted file mode 100644 index f2297718f..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/UnityJoystickInputSource.cs +++ /dev/null @@ -1,249 +0,0 @@ -// Copyright (c) 2024 Augie R. Maddox, Guavaman Enterprises. All rights reserved. - -namespace Rewired.Demos.CustomPlatform { - - /// - /// Using UnityEngine.Input as the input source for this example. - /// It is safe to ignore most of this class. It is just a placeholder - /// implementation using UnityEngine.Input just to illustrate some - /// concepts for this example. - /// This implementation has a lot of problems with controller connection - /// and disconnection because of inherent flaws in UnityEngine.Input's design. - /// Those flaws are not important for the purposes of this example. - /// - public class UnityInputJoystickSource { - - private const float joystickCheckInterval = 1f; - private static int systemIdCounter; - - private string[] _unityJoysticks = new string[0]; - private double _nextJoystickCheckTime; - - private System.Collections.Generic.List _joysticks; - private System.Collections.ObjectModel.ReadOnlyCollection _joysticks_readOnly; - - public UnityInputJoystickSource() { - _joysticks = new System.Collections.Generic.List(); - _joysticks_readOnly = new System.Collections.ObjectModel.ReadOnlyCollection(_joysticks); - RefreshJoysticks(); - } - - public void Update() { - CheckForJoystickChanges(); - } - - public System.Collections.Generic.IList GetJoysticks() { - return _joysticks_readOnly; - } - - private void CheckForJoystickChanges() { - double time = Rewired.ReInput.time.unscaledTime; - if (time >= _nextJoystickCheckTime) { - _nextJoystickCheckTime = time + joystickCheckInterval; - if (DidJoysticksChange()) { - RefreshJoysticks(); - } - } - } - - private bool DidJoysticksChange() { - string[] newJoysticks = UnityEngine.Input.GetJoystickNames(); - string[] prevJoysticks = _unityJoysticks; - _unityJoysticks = newJoysticks; - if (prevJoysticks.Length != newJoysticks.Length) return true; - for (int i = 0; i < newJoysticks.Length; i++) { - if (!string.Equals(prevJoysticks[i], newJoysticks[i], System.StringComparison.Ordinal)) return true; - } - return false; - } - - private void RefreshJoysticks() { - - // Unity's legacy input system is a mess. Joystick index is not fixed on some platforms and will - // change around as joysticks are added or removed. This behavior differs depending on the platform. - // This example cannot handle all these problem scenarios. This is just a basic usage example. - // UnityEngine.Input was used for the example because it is available on all platforms. - // For purposes of this example, it is unsafe to use more than one controller at a time that returns - // the same name in UnityEngine.Input.GetJoystickNames. - // This example does not attempt to provide a complete system for dealing with the myriad - // UnityEngine.Input problems on all platforms. - - bool[] previouslyConnected = new bool[_unityJoysticks.Length]; - - // Find disconnections - for (int i = _joysticks.Count - 1; i >= 0; i--) { // iterate in reverse so we can remove from list - int unityIndex = _joysticks[i].unityIndex; - if (unityIndex >= _unityJoysticks.Length || // index is now out of range - !string.Equals(_joysticks[i].deviceName, _unityJoysticks[unityIndex]) // name in this index changed - ) { - // See if joystick moved to a different index. - // Assume that this joystick would be the last one found in the list. - // This will likely fail if multiple controllers are connected that report the same name - // if the platform reorders device indices when controllers are connected / disconnected. - bool found = false; - for (int j = _unityJoysticks.Length - 1; j >= 0; j--) { // find last match - if (previouslyConnected[j]) continue; // already accounted for this one, skip - if (string.Equals(_unityJoysticks[j], _joysticks[i].deviceName)) { - // Update the Unity index in the source joystick so input values can be - // obtained from the correct Unity joystick id. - // NOTE: This will also fail on some platforms. - // Update the Unity joystick index - // This will fail on Windows because the array index can mismatch the - // actual Unity joystick id used for getting input values. -#if !UNITY_EDITOR_WIN || (!UNITY_EDITOR && UNITY_STANDALONE_WIN) - _joysticks[i].unityIndex = j; -#endif - previouslyConnected[j] = true; // mark this index as previously connected - found = true; - break; - } - } - if (found) continue; - - UnityEngine.Debug.Log(_joysticks[i].deviceName + " was disconnected."); - _joysticks.RemoveAt(i); - } else { // joystick was still connected and is at the same index - previouslyConnected[unityIndex] = true; // mark this index as previously connected - } - } - - // Find connections - // Because of Unity joystick index problems, we have to assume new joysticks will appear at the end of the list. - // This, however, is not always the case on all platforms, so there WILL be problems. - for (int i = 0; i < _unityJoysticks.Length; i++) { - if (previouslyConnected[i]) continue; // already accounted for this one, skip - if (string.IsNullOrEmpty(_unityJoysticks[i])) continue; // invalid or empty - - // Create a new joystick - - Joystick joystick; - - // Special handling for Xbox controllers for this example just to have something to illustrate various things like - // using vendor id, product id, and element counts. If this were a real implementation, these values would come from - // the input API. Just add them here for this example so they can be used in platform map to controller matching. - if (_unityJoysticks[i].ToLower().Contains("xbox one") || _unityJoysticks[i].ToLower().Contains("xbox bluetooth")) { - - joystick = new Joystick( - systemIdCounter++, // system id -- just use a counter because UnityEngine.Input cannot provide any sort of reliable, fixed unique id - _unityJoysticks[i], // device name - 7, // axis count -- Unity maps to axis index 6, so need at least 7 axes - 16 // button count - ); - - // Create an identifier to pass user-defined information for controller matching - joystick.identifier = new MyPlatformControllerIdentifier() { - vendorId = 0x45e, // Microsoft - productId = 0x2D1 // Xbox One Controller - }; - - // Set the vibration motor count - joystick.vibrationMotorCount = 2; - - } else { - joystick = new Joystick( - systemIdCounter++, // system id -- just use a counter because UnityEngine.Input cannot provide any sort of reliable, fixed unique id - _unityJoysticks[i], // device name - 10, // axis count - 20 // button count - ); - } - - joystick.unityIndex = i; - - UnityEngine.Debug.Log(_unityJoysticks[i] + " was connected."); - _joysticks.Add(joystick); - } - } - - /// - /// A represenatation of low-level system joystick. - /// This could provide an interface to a native input API, for example. - /// - public class Joystick : Rewired.Interfaces.IControllerVibrator { - - private const int maxJoysticks = 8; - private const int maxAxes = 10; - private const int maxButtons = 20; - - /// - /// System id may or may not be a long depending on the input API in use. - /// This could be a long pointer, for example, or unique id assigned by your code - /// using whatever means the input API provides to uniquely identify controllers. - /// For example, if the API uses a string path to identify a device, each unique string could be - /// assigned a long id and stored for later lookup, then that id value could be stored here. - /// - public readonly long systemId; - public readonly string deviceName; - /// - /// Persistent unique identifier. - /// This is an optional value that is for uniquely identifying controllers persistently - /// across application sessions and system reboots. This value may not be available on - /// all platforms or input sources. If this value cannot be obtained or created in some - /// way with the available information about the device through the input API, leave it blank. - /// - public System.Guid deviceInstanceGuid; - public readonly int axisCount; - public readonly int buttonCount; - public MyPlatformControllerIdentifier identifier; - public readonly bool[] buttonValues; - public readonly float[] axisValues; - // This is only for this example because of issues dealing with Unity's input system - public int unityIndex; - - public Joystick(long systemId, string deviceName, int axisCount, int buttonCount) { - this.systemId = systemId; - this.deviceName = deviceName; - this.axisCount = axisCount; - this.buttonCount = buttonCount; - axisValues = new float[axisCount]; - buttonValues = new bool[buttonCount]; - } - - public bool GetButtonValue(int index) { - if (index >= maxButtons) return false; - if (systemId >= maxJoysticks) return false; - return UnityEngine.Input.GetKey((UnityEngine.KeyCode)(UnityEngine.KeyCode.Joystick1Button0 + ((int)unityIndex * 20) + index)); - } - - public float GetAxisValue(int index) { - if (index >= maxAxes) return 0f; - if (systemId >= maxJoysticks) return 0f; - return UnityEngine.Input.GetAxis("Joy" + (unityIndex + 1) + "Axis" + (index + 1)); - } - - // IControllerVibrator implementation for Controller Extension - - public int vibrationMotorCount { get; set; } - - public void SetVibration(int motorIndex, float motorLevel) { - // Just logging values here because UnityEngine.Input does not support vibration - UnityEngine.Debug.Log("Vibrate " + deviceName + ": motorIndex: " + motorIndex + ", motorLevel: " + motorLevel); - } - - public void SetVibration(int motorIndex, float motorLevel, float duration) { - // Just logging values here because UnityEngine.Input does not support vibration - UnityEngine.Debug.Log("Vibrate " + deviceName + ": motorIndex: " + motorIndex + ", motorLevel: " + motorLevel + ", duration: " + duration); - } - - public void SetVibration(int motorIndex, float motorLevel, bool stopOtherMotors) { - // Just logging values here because UnityEngine.Input does not support vibration - UnityEngine.Debug.Log("Vibrate " + deviceName + ": motorIndex: " + motorIndex + ", motorLevel: " + motorLevel + ", stopOtherMotors: " + stopOtherMotors); - } - - public void SetVibration(int motorIndex, float motorLevel, float duration, bool stopOtherMotors) { - // Just logging values here because UnityEngine.Input does not support vibration - UnityEngine.Debug.Log("Vibrate " + deviceName + ": motorIndex: " + motorIndex + ", motorLevel: " + motorLevel + ", duration: " + duration + ", stopOtherMotors: " + stopOtherMotors); - } - - public float GetVibration(int motorIndex) { - // Just return 0 here because UnityEngine.Input does not support vibration - return 0f; - } - - public void StopVibration() { - // Just logging values here because UnityEngine.Input does not support vibration - UnityEngine.Debug.Log("Stop vibration " + deviceName); - } - } - } -} diff --git a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/UnityJoystickInputSource.cs.meta b/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/UnityJoystickInputSource.cs.meta deleted file mode 100644 index 681d94292..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/UnityJoystickInputSource.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 26d6da9b15b57a9489909c61341c5cdc -timeCreated: 1711427186 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/VibrationTest.cs b/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/VibrationTest.cs deleted file mode 100644 index 486e21211..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/VibrationTest.cs +++ /dev/null @@ -1,49 +0,0 @@ -// Copyright (c) 2024 Augie R. Maddox, Guavaman Enterprises. All rights reserved. - -#pragma warning disable 0649 // disable warnings about unused variables - -namespace Rewired.Demos.CustomPlatform { - - public class VibrationTest : UnityEngine.MonoBehaviour { - - public int playerId; - public float vibrationIncrement = 0.1f; - - private float[] motors = new float[2]; - - private static readonly string[] action_motors = new string[] { "VibrationMotor0", "VibrationMotor1" }; - private static readonly string action_stop = "StopVibration"; - - Player player { - get { - return ReInput.players.GetPlayer(playerId); - } - } - - void Update() { - - for(int i = 0; i < action_motors.Length; i++) { - if (player.GetButtonDown(action_motors[i])) { - SetVibration(i, UnityEngine.Mathf.Clamp01(motors[i] + vibrationIncrement)); - } - if (player.GetNegativeButtonDown(action_motors[i])) { - SetVibration(i, UnityEngine.Mathf.Clamp01(motors[i] - vibrationIncrement)); - } - } - - if (player.GetButtonDown(action_stop)) { - StopVibration(); - } - } - - void StopVibration() { - player.StopVibration(); - System.Array.Clear(motors, 0, motors.Length); - } - - void SetVibration(int motorIndex, float value) { - motors[motorIndex] = value; - player.SetVibration(motorIndex, motors[motorIndex]); - } - } -} diff --git a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/VibrationTest.cs.meta b/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/VibrationTest.cs.meta deleted file mode 100644 index a9e193c01..000000000 --- a/Assets/ThirdParty/Rewired/Examples/CustomPlatform/Scripts/VibrationTest.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 69020cf2ef82cc549b34d9b4e4b4856f -timeCreated: 1711419856 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Examples/DualShock4SpecialFeatures.meta b/Assets/ThirdParty/Rewired/Examples/DualShock4SpecialFeatures.meta deleted file mode 100644 index 82072dbb5..000000000 --- a/Assets/ThirdParty/Rewired/Examples/DualShock4SpecialFeatures.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 4a5b3f12076815d408651a0f2963b182 -folderAsset: yes -timeCreated: 1497896308 -licenseType: Store -DefaultImporter: - 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userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Examples/DualShock4SpecialFeatures/Scripts/DualShock4SpecialFeaturesExample.cs b/Assets/ThirdParty/Rewired/Examples/DualShock4SpecialFeatures/Scripts/DualShock4SpecialFeaturesExample.cs deleted file mode 100644 index afd2fbfc7..000000000 --- a/Assets/ThirdParty/Rewired/Examples/DualShock4SpecialFeatures/Scripts/DualShock4SpecialFeaturesExample.cs +++ /dev/null @@ -1,285 +0,0 @@ -// Copyright (c) 2018 Augie R. Maddox, Guavaman Enterprises. All rights reserved. - -#region Defines -#if UNITY_2020 || UNITY_2021 || UNITY_2022 || UNITY_2023 || UNITY_6000 || UNITY_6000_0_OR_NEWER -#define UNITY_2020_PLUS -#endif -#if UNITY_2019 || UNITY_2020_PLUS -#define UNITY_2019_PLUS -#endif -#if UNITY_2018 || UNITY_2019_PLUS -#define UNITY_2018_PLUS -#endif -#if UNITY_2017 || UNITY_2018_PLUS -#define UNITY_2017_PLUS -#endif -#if UNITY_5 || UNITY_2017_PLUS -#define UNITY_5_PLUS -#endif -#if UNITY_5_1 || UNITY_5_2 || UNITY_5_3_OR_NEWER || UNITY_2017_PLUS -#define UNITY_5_1_PLUS -#endif -#if UNITY_5_2 || UNITY_5_3_OR_NEWER || UNITY_2017_PLUS -#define UNITY_5_2_PLUS -#endif -#if UNITY_5_3_OR_NEWER || UNITY_2017_PLUS -#define UNITY_5_3_PLUS -#endif -#if UNITY_5_4_OR_NEWER || UNITY_2017_PLUS -#define UNITY_5_4_PLUS -#endif -#if UNITY_5_5_OR_NEWER || UNITY_2017_PLUS -#define UNITY_5_5_PLUS -#endif -#if UNITY_5_6_OR_NEWER || UNITY_2017_PLUS -#define UNITY_5_6_PLUS -#endif -#if UNITY_5_7_OR_NEWER || UNITY_2017_PLUS -#define UNITY_5_7_PLUS -#endif -#if UNITY_5_8_OR_NEWER || UNITY_2017_PLUS -#define UNITY_5_8_PLUS -#endif -#if UNITY_5_9_OR_NEWER || UNITY_2017_PLUS -#define UNITY_5_9_PLUS -#endif -#pragma warning disable 0219 -#pragma warning disable 0618 -#pragma warning disable 0649 -#pragma warning disable 0067 -#endregion - -namespace Rewired.Demos { - using UnityEngine; - using System.Collections.Generic; - using Rewired.ControllerExtensions; - - [AddComponentMenu("")] - public class DualShock4SpecialFeaturesExample : MonoBehaviour { - - private const int maxTouches = 2; - - public int playerId = 0; - public Transform touchpadTransform; - public GameObject lightObject; - public Transform accelerometerTransform; - - private List touches; - private Queue unusedTouches; - private bool isFlashing; - private GUIStyle textStyle; - - private Player player { get { return ReInput.players.GetPlayer(playerId); } } - - private void Awake() { - InitializeTouchObjects(); - } - - private void Update() { - if (!ReInput.isReady) return; - - // Get the first DS4 found assigned to the Player - var ds4 = GetFirstDS4(player); - if(ds4 != null) { - - // Set the model's rotation to match the controller's - transform.rotation = ds4.GetOrientation(); - - // Show touchpad touches - HandleTouchpad(ds4); - - // Show accelerometer value - Vector3 accelerometerValue = ds4.GetAccelerometerValue(); - accelerometerTransform.LookAt(accelerometerTransform.position + accelerometerValue); - } - - if(player.GetButtonDown("CycleLight")) { - SetRandomLightColor(); - } - - if(player.GetButtonDown("ResetOrientation")) { - ResetOrientation(); - } - - if(player.GetButtonDown("ToggleLightFlash")) { - if(isFlashing) { - StopLightFlash(); - } else { - StartLightFlash(); - } - isFlashing = !isFlashing; - } - - if (player.GetButtonDown("VibrateLeft")) { - ds4.SetVibration(0, 1f, 1f); - } - - if (player.GetButtonDown("VibrateRight")) { - ds4.SetVibration(1, 1f, 1f); - } - } - - private void OnGUI() { - if(textStyle == null) { - textStyle = new GUIStyle(GUI.skin.label); - textStyle.fontSize = 20; - textStyle.wordWrap = true; - } - - if(GetFirstDS4(player) == null) return; // no DS4 is assigned - - GUILayout.BeginArea(new Rect(200f, 100f, Screen.width - 400f, Screen.height - 200f)); - - GUILayout.Label("Rotate the Dual Shock 4 to see the model rotate in sync.", textStyle); - - GUILayout.Label("Touch the touchpad to see them appear on the model.", textStyle); - - ActionElementMap aem; - - aem = player.controllers.maps.GetFirstElementMapWithAction(ControllerType.Joystick, "ResetOrientation", true); - if(aem != null) { - GUILayout.Label("Press " + aem.elementIdentifierName + " to reset the orientation. Hold the gamepad facing the screen with sticks pointing up and press the button.", textStyle); - } - - aem = player.controllers.maps.GetFirstElementMapWithAction(ControllerType.Joystick, "CycleLight", true); - if(aem != null) { - GUILayout.Label("Press " + aem.elementIdentifierName + " to change the light color.", textStyle); - } - -#if !UNITY_PS4 - - // Light flash is not supported on the PS4 platform. - aem = player.controllers.maps.GetFirstElementMapWithAction(ControllerType.Joystick, "ToggleLightFlash", true); - if(aem != null) { - GUILayout.Label("Press " + aem.elementIdentifierName + " to start or stop the light flashing.", textStyle); - } - -#endif - - aem = player.controllers.maps.GetFirstElementMapWithAction(ControllerType.Joystick, "VibrateLeft", true); - if (aem != null) { - GUILayout.Label("Press " + aem.elementIdentifierName + " vibrate the left motor.", textStyle); - } - - aem = player.controllers.maps.GetFirstElementMapWithAction(ControllerType.Joystick, "VibrateRight", true); - if (aem != null) { - GUILayout.Label("Press " + aem.elementIdentifierName + " vibrate the right motor.", textStyle); - } - - GUILayout.EndArea(); - } - - private void ResetOrientation() { - var ds4 = GetFirstDS4(player); - if(ds4 != null) { - ds4.ResetOrientation(); - } - } - - private void SetRandomLightColor() { - var ds4 = GetFirstDS4(player); - if(ds4 != null) { - Color color = new Color( - Random.Range(0f, 1f), - Random.Range(0f, 1f), - Random.Range(0f, 1f), - 1f - ); - ds4.SetLightColor(color); - lightObject.GetComponent().material.color = color; - } - } - - private void StartLightFlash() { - // This is not supported on PS4 so get the Standalone DualShock4Extension - DualShock4Extension ds4 = GetFirstDS4(player) as DualShock4Extension; - if(ds4 != null) { - ds4.SetLightFlash(0.5f, 0.5f); - // Light flash is handled by the controller hardware itself and not software. - // The current value cannot be obtained from the controller so it - // cannot be reflected in the 3D model without just recreating the flash to approximate it. - } - } - - private void StopLightFlash() { - // This is not supported on PS4 so get the Standalone DualShock4Extension - DualShock4Extension ds4 = GetFirstDS4(player) as DualShock4Extension; - if(ds4 != null) { - ds4.StopLightFlash(); - } - } - - private IDualShock4Extension GetFirstDS4(Player player) { - foreach(Joystick j in player.controllers.Joysticks) { - // Use the interface because it works for both PS4 and desktop platforms - IDualShock4Extension ds4 = j.GetExtension(); - if(ds4 == null) continue; - return ds4; - } - return null; - } - - private void InitializeTouchObjects() { - - touches = new List(maxTouches); - unusedTouches = new Queue(maxTouches); - - // Setup touch objects - for(int i = 0; i < maxTouches; i++) { - Touch touch = new Touch(); - // Create spheres to reprensent touches - touch.go = GameObject.CreatePrimitive(PrimitiveType.Sphere); - touch.go.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f); -#if UNITY_5_PLUS - touch.go.transform.SetParent(touchpadTransform, true); -#else - touch.go.transform.parent = touchpadTransform; -#endif - touch.go.GetComponent().material.color = i == 0 ? Color.red : Color.green; - touch.go.SetActive(false); - unusedTouches.Enqueue(touch); - } - } - - private void HandleTouchpad(IDualShock4Extension ds4) { - // Expire old touches first - for(int i = touches.Count - 1; i >= 0; i--) { - Touch touch = touches[i]; - if(!ds4.IsTouchingByTouchId(touch.touchId)) { // the touch id is no longer valid - touch.go.SetActive(false); // disable the game object - unusedTouches.Enqueue(touch); // return to the pool - touches.RemoveAt(i); // remove from active touches list - } - } - - // Process new touches - for(int i = 0; i < ds4.maxTouches; i++) { - if(!ds4.IsTouching(i)) continue; - int touchId = ds4.GetTouchId(i); - Touch touch = touches.Find(x => x.touchId == touchId); // find the touch with this id - if(touch == null) { - touch = unusedTouches.Dequeue(); // get a new touch from the pool - touches.Add(touch); // add to active touches list - } - touch.touchId = touchId; // store the touch id - touch.go.SetActive(true); // show the object - - // Get the touch position - 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Maddox, Guavaman Enterprises. All rights reserved. - -namespace Rewired.Demos { - - using UnityEngine; - using System.Collections; - using Rewired; - - [AddComponentMenu("")] - [RequireComponent(typeof(CharacterController))] - public class EightPlayersExample_Player : MonoBehaviour { - - public int playerId = 0; // The Rewired player id of this character - - public float moveSpeed = 3.0f; - public float bulletSpeed = 15.0f; - public GameObject bulletPrefab; - - private Player player; // The Rewired Player - private CharacterController cc; - private Vector3 moveVector; - private bool fire; - - [System.NonSerialized] // Don't serialize this so the value is lost on an editor script recompile. - private bool initialized; - - void Awake() { - // Get the character controller - cc = GetComponent(); - } - - private void Initialize() { - // Get the Rewired Player object for this player. - player = ReInput.players.GetPlayer(playerId); - - initialized = true; - } - - void Update() { - if(!ReInput.isReady) return; // Exit if Rewired isn't ready. 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Maddox, Guavaman Enterprises. All rights reserved. - -// This example shows how to have the user manually identify joysticks by name to assit with a Unity -// bug where joysticks cannot be associated with a Unity joystick ID without manual intervention when -// using Unity as the input source (as opposed to native input). - -// NOTE: This only affects the Windows Standalone and Windows Webplayer platforms and was patched by Unity in 4.6.3p1, -// so this is no longer required in Unity 4.x versions after 4.6.3p1. -// Currently, Unity 5.x does not implement this fix yet, so this test is recommended. - -namespace Rewired.Demos { - - using UnityEngine; - using System.Collections.Generic; - using Rewired; - - [AddComponentMenu("")] - public class FallbackJoystickIdentificationDemo : MonoBehaviour { - - // Consts - private const float windowWidth = 250.0f; - private const float windowHeight = 250.0f; - private const float inputDelay = 1.0f; - - // Working vars - private bool identifyRequired; - private Queue joysticksToIdentify; - private float nextInputAllowedTime; - private GUIStyle style; - - private void Awake() { - if(!ReInput.unityJoystickIdentificationRequired) return; // this platform does not require manual joystick identificaion - - // Subscribe to device change events - ReInput.ControllerConnectedEvent += JoystickConnected; - ReInput.ControllerDisconnectedEvent += JoystickDisconnected; // this event is called after joystick is fully disconnected and removed from lists - - IdentifyAllJoysticks(); - } - - private void JoystickConnected(ControllerStatusChangedEventArgs args) { - // Identify all joysticks on connect or disconnect because ids are not reliable in Unity - IdentifyAllJoysticks(); - } - - private void JoystickDisconnected(ControllerStatusChangedEventArgs args) { - // Identify all joysticks on connect or disconnect because ids are not reliable in Unity - IdentifyAllJoysticks(); - } - - public void IdentifyAllJoysticks() { - // Reset each time in case user changes joysticks while dialog is open - Reset(); - - // Check if there are any joysticks - if(ReInput.controllers.joystickCount == 0) return; // no joysticks, nothing to do - - // Get current Joysticks - Joystick[] joysticks = ReInput.controllers.GetJoysticks(); - if(joysticks == null) return; - - // Set flag to enable identification mode - identifyRequired = true; - - // Create a queue out of the joysticks array - joysticksToIdentify = new Queue(joysticks); - - // Set the time for accepting input again - SetInputDelay(); - } - - private void SetInputDelay() { - // Prevent user input for a period of time after each identification to handle button hold problem - nextInputAllowedTime = Time.time + inputDelay; - } - - private void OnGUI() { - if(!identifyRequired) return; - if(joysticksToIdentify == null || joysticksToIdentify.Count == 0) { - Reset(); - return; - } - - // Draw dialog window - Rect centerWindowRect = new Rect(Screen.width * 0.5f - windowWidth * 0.5f, Screen.height * 0.5f - windowHeight * 0.5f, windowWidth, windowHeight); // create a cetered window rect - GUILayout.Window(0, centerWindowRect, DrawDialogWindow, "Joystick Identification Required"); // draw the window - GUI.FocusWindow(0); // focus the window - - // Do not allow input during input delay to filter out holding a button down and assigning all joysticks to a single joystick id - if(Time.time < nextInputAllowedTime) return; - - // Poll for a joystick button press to identify the joystick - if(!ReInput.controllers.SetUnityJoystickIdFromAnyButtonOrAxisPress(joysticksToIdentify.Peek().id, 0.8f, false)) { - return; // no input detected - } - - // Remove the joystick from the queue now that we've used it - joysticksToIdentify.Dequeue(); - - // Renew the input delay time after press - SetInputDelay(); - - // Finish up if the queue is empty - if(joysticksToIdentify.Count == 0) { - Reset(); // done - } - } - - private void DrawDialogWindow(int windowId) { - if(!identifyRequired) return; // window displays 1 frame after it is closed, so this is required to prevent null references below - - // Set up a temporary style with word wrap - if(style == null) { - style = new GUIStyle(GUI.skin.label); - style.wordWrap = true; - } - - // Draw the window contents - GUILayout.Space(15); - GUILayout.Label("A joystick has been attached or removed. You will need to identify each joystick by pressing a button on the controller listed below:", style); - Joystick joystick = joysticksToIdentify.Peek(); - GUILayout.Label("Press any button on \"" + joystick.name + "\" now.", style); - - GUILayout.FlexibleSpace(); - if(GUILayout.Button("Skip")) { - joysticksToIdentify.Dequeue(); - return; - } - } - - private void Reset() { - joysticksToIdentify = null; - identifyRequired = false; - } - } -} \ No newline at end of file diff --git a/Assets/ThirdParty/Rewired/Examples/FallbackJoystickIdentification/Scripts/FallbackJoystickIdentificationDemo.cs.meta b/Assets/ThirdParty/Rewired/Examples/FallbackJoystickIdentification/Scripts/FallbackJoystickIdentificationDemo.cs.meta deleted file mode 100644 index 8b91ae99d..000000000 --- a/Assets/ThirdParty/Rewired/Examples/FallbackJoystickIdentification/Scripts/FallbackJoystickIdentificationDemo.cs.meta +++ /dev/null @@ -1,25 +0,0 @@ -fileFormatVersion: 2 -guid: 1f14c1c1f2ec6724885fcf28175c13b4 -labels: -- Input -- Joysticks -- Controllers -- Rewired -- Hotplugging -- Keyboard -- Mouse -- Touch -- InputManager -- Control -- Gamepad -- Controller -- Joystick -- Xbox360 -- XInput -- DirectInput -MonoImporter: - 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userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Examples/GamepadTemplateUI/Scripts/ControllerUIEffect.cs b/Assets/ThirdParty/Rewired/Examples/GamepadTemplateUI/Scripts/ControllerUIEffect.cs deleted file mode 100644 index f191558ba..000000000 --- a/Assets/ThirdParty/Rewired/Examples/GamepadTemplateUI/Scripts/ControllerUIEffect.cs +++ /dev/null @@ -1,53 +0,0 @@ -// Copyright (c) 2018 Augie R. Maddox, Guavaman Enterprises. All rights reserved. - -#pragma warning disable 0649 // disable warnings about unused variables - -namespace Rewired.Demos.GamepadTemplateUI { - - using UnityEngine; - using UnityEngine.UI; - using System; - using System.Collections.Generic; - using Rewired; - - [RequireComponent(typeof(Image))] - public class ControllerUIEffect : MonoBehaviour { - - [SerializeField] - private Color _highlightColor = Color.white; - - private Image _image; - private Color _color; - private Color _origColor; - private bool _isActive; - private float _highlightAmount; - - void Awake() { - _image = GetComponent(); - _origColor = _image.color; - _color = _origColor; - } - - public void Activate(float amount) { - amount = Mathf.Clamp01(amount); - if(_isActive && amount == _highlightAmount) return; // no change to current state - _highlightAmount = amount; - _color = Color.Lerp(_origColor, _highlightColor, _highlightAmount); - _isActive = true; - RedrawImage(); // update the image - } - - public void Deactivate() { - if(!_isActive) return; // no change to current state - _color = _origColor; - _highlightAmount = 0f; - _isActive = false; - RedrawImage(); // update the image - } - - void RedrawImage() { - _image.color = _color; - _image.enabled = _isActive; - } - } -} \ No newline at end of file diff --git a/Assets/ThirdParty/Rewired/Examples/GamepadTemplateUI/Scripts/ControllerUIEffect.cs.meta b/Assets/ThirdParty/Rewired/Examples/GamepadTemplateUI/Scripts/ControllerUIEffect.cs.meta deleted file mode 100644 index 3fe363bed..000000000 --- a/Assets/ThirdParty/Rewired/Examples/GamepadTemplateUI/Scripts/ControllerUIEffect.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: c6a8aa7d7a1045246966bb78e5d0f9cc -timeCreated: 1524936564 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Examples/GamepadTemplateUI/Scripts/ControllerUIElement.cs b/Assets/ThirdParty/Rewired/Examples/GamepadTemplateUI/Scripts/ControllerUIElement.cs deleted file mode 100644 index bb64d81eb..000000000 --- a/Assets/ThirdParty/Rewired/Examples/GamepadTemplateUI/Scripts/ControllerUIElement.cs +++ /dev/null @@ -1,138 +0,0 @@ -// Copyright (c) 2018 Augie R. Maddox, Guavaman Enterprises. All rights reserved. - -#pragma warning disable 0649 // disable warnings about unused variables - -namespace Rewired.Demos.GamepadTemplateUI { - - using UnityEngine; - using UnityEngine.UI; - using System; - using System.Collections.Generic; - using Rewired; - - [RequireComponent(typeof(Image))] - public class ControllerUIElement : MonoBehaviour { - - [SerializeField] - private Color _highlightColor = Color.white; - [SerializeField] - private ControllerUIEffect _positiveUIEffect; - [SerializeField] - private ControllerUIEffect _negativeUIEffect; - [SerializeField] - private Text _label; - [SerializeField] - private Text _positiveLabel; - [SerializeField] - private Text _negativeLabel; - [SerializeField] - private ControllerUIElement[] _childElements = new ControllerUIElement[0]; - - - private Image _image; - private Color _color; - private Color _origColor; - private bool _isActive; - private float _highlightAmount; - - private bool hasEffects { get { return _positiveUIEffect != null || _negativeUIEffect != null; } } - - void Awake() { - _image = GetComponent(); - _origColor = _image.color; - _color = _origColor; - ClearLabels(); - } - - public void Activate(float amount) { - amount = Mathf.Clamp(amount, -1f, 1f); - - if(hasEffects) { - // Effects exist so activate each as appropriate - if(amount < 0 && _negativeUIEffect != null) _negativeUIEffect.Activate(Mathf.Abs(amount)); - if(amount > 0 && _positiveUIEffect != null) _positiveUIEffect.Activate(Mathf.Abs(amount)); - } else { - // No effects so just highlight this Image - if(_isActive && amount == _highlightAmount) return; // no change to current state - _highlightAmount = amount; - _color = Color.Lerp(_origColor, _highlightColor, _highlightAmount); - } - - _isActive = true; - RedrawImage(); // update the image - - // Report to child elements - if(_childElements.Length != 0) { - for(int i = 0; i < _childElements.Length; i++) { - if(_childElements[i] == null) continue; - _childElements[i].Activate(amount); - } - } - } - - public void Deactivate() { - if(!_isActive) return; // no change to current state - _color = _origColor; - _highlightAmount = 0f; - // Deactivate the positive and negative effects - if(_positiveUIEffect != null) _positiveUIEffect.Deactivate(); - if(_negativeUIEffect != null) _negativeUIEffect.Deactivate(); - _isActive = false; - RedrawImage(); // update the image - - // Report to child elements - if(_childElements.Length != 0) { - for(int i = 0; i < _childElements.Length; i++) { - if(_childElements[i] == null) continue; - _childElements[i].Deactivate(); - } - } - } - - public void SetLabel(string text, AxisRange labelType) { - Text label; - switch(labelType) { - case AxisRange.Full: - label = _label; - break; - case AxisRange.Positive: - label = _positiveLabel; - break; - case AxisRange.Negative: - label = _negativeLabel; - break; - default: - label = null; - break; - } - if(label != null) { - label.text = text; - } - - // Report to child elements - if(_childElements.Length != 0) { - for(int i = 0; i < _childElements.Length; i++) { - if(_childElements[i] == null) continue; - _childElements[i].SetLabel(text, labelType); - } - } - } - - public void ClearLabels() { - if(_label != null) _label.text = string.Empty; - if(_positiveLabel != null) _positiveLabel.text = string.Empty; - if(_negativeLabel != null) _negativeLabel.text = string.Empty; - // Report to child elements - if(_childElements.Length != 0) { - for(int i = 0; i < _childElements.Length; i++) { - if(_childElements[i] == null) continue; - _childElements[i].ClearLabels(); - } - } - } - - void RedrawImage() { - _image.color = _color; - } - } -} \ No newline at end of file diff --git a/Assets/ThirdParty/Rewired/Examples/GamepadTemplateUI/Scripts/ControllerUIElement.cs.meta b/Assets/ThirdParty/Rewired/Examples/GamepadTemplateUI/Scripts/ControllerUIElement.cs.meta deleted file mode 100644 index 2b5efd4b5..000000000 --- a/Assets/ThirdParty/Rewired/Examples/GamepadTemplateUI/Scripts/ControllerUIElement.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 8f4feb433a527d94a95d1f30db35fc91 -timeCreated: 1524932394 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Examples/GamepadTemplateUI/Scripts/GamepadTemplateUI.cs b/Assets/ThirdParty/Rewired/Examples/GamepadTemplateUI/Scripts/GamepadTemplateUI.cs deleted file mode 100644 index 480bd7fbe..000000000 --- a/Assets/ThirdParty/Rewired/Examples/GamepadTemplateUI/Scripts/GamepadTemplateUI.cs +++ /dev/null @@ -1,398 +0,0 @@ -// Copyright (c) 2018 Augie R. Maddox, Guavaman Enterprises. All rights reserved. - -#pragma warning disable 0649 // disable warnings about unused variables - -/* This example shows how determine which Controller Template - * elements correspond to mapped Actions in a Player, both those - * that are currently active and those that are mapped. - * These concepts be used to display a Controller Template based mapping - * UI, display Controller Template element names / glyphs instead - * of Controller-specific element names / glyphs, etc. - * The same concepts can be used to display help UI using - * Controller Template elements instead of Controller-specific - * elements. - * - * This example is NOT meant to be modified and used in your game. - * It is only intended to teach the API. - */ - -namespace Rewired.Demos.GamepadTemplateUI { - using UnityEngine; - using UnityEngine.UI; - using System; - using System.Collections.Generic; - - public class GamepadTemplateUI : MonoBehaviour { - - private const float stickRadius = 20f; - - public int playerId = 0; - - [SerializeField] - private RectTransform leftStick; - [SerializeField] - private RectTransform rightStick; - - [SerializeField] - private ControllerUIElement leftStickX; - [SerializeField] - private ControllerUIElement leftStickY; - [SerializeField] - private ControllerUIElement leftStickButton; - [SerializeField] - private ControllerUIElement rightStickX; - [SerializeField] - private ControllerUIElement rightStickY; - [SerializeField] - private ControllerUIElement rightStickButton; - [SerializeField] - private ControllerUIElement actionBottomRow1; - [SerializeField] - private ControllerUIElement actionBottomRow2; - [SerializeField] - private ControllerUIElement actionBottomRow3; - [SerializeField] - private ControllerUIElement actionTopRow1; - [SerializeField] - private ControllerUIElement actionTopRow2; - [SerializeField] - private ControllerUIElement actionTopRow3; - [SerializeField] - private ControllerUIElement leftShoulder; - [SerializeField] - private ControllerUIElement leftTrigger; - [SerializeField] - private ControllerUIElement rightShoulder; - [SerializeField] - private ControllerUIElement rightTrigger; - [SerializeField] - private ControllerUIElement center1; - [SerializeField] - private ControllerUIElement center2; - [SerializeField] - private ControllerUIElement center3; - [SerializeField] - private ControllerUIElement dPadUp; - [SerializeField] - private ControllerUIElement dPadRight; - [SerializeField] - private ControllerUIElement dPadDown; - [SerializeField] - private ControllerUIElement dPadLeft; - -#if !REWIRED_USE_USER_DEFINED_CONTROLLER_TEMPLATES - - private UIElement[] _uiElementsArray; - private Dictionary _uiElements = new Dictionary(); - private IList _tempTargetList = new List(2); - private Stick[] _sticks; - - private Player player { get { return ReInput.players.GetPlayer(playerId); } } - - private void Awake() { - - // Create an array of all UI elements so we can iterate this later - _uiElementsArray = new UIElement[] { - new UIElement(GamepadTemplate.elementId_leftStickX, leftStickX), - new UIElement(GamepadTemplate.elementId_leftStickY, leftStickY), - new UIElement(GamepadTemplate.elementId_leftStickButton, leftStickButton), - new UIElement(GamepadTemplate.elementId_rightStickX, rightStickX), - new UIElement(GamepadTemplate.elementId_rightStickY, rightStickY), - new UIElement(GamepadTemplate.elementId_rightStickButton, rightStickButton), - new UIElement(GamepadTemplate.elementId_actionBottomRow1, actionBottomRow1), - new UIElement(GamepadTemplate.elementId_actionBottomRow2, actionBottomRow2), - new UIElement(GamepadTemplate.elementId_actionBottomRow3, actionBottomRow3), - new UIElement(GamepadTemplate.elementId_actionTopRow1, actionTopRow1), - new UIElement(GamepadTemplate.elementId_actionTopRow2, actionTopRow2), - new UIElement(GamepadTemplate.elementId_actionTopRow3, actionTopRow3), - new UIElement(GamepadTemplate.elementId_center1, center1), - new UIElement(GamepadTemplate.elementId_center2, center2), - new UIElement(GamepadTemplate.elementId_center3, center3), - new UIElement(GamepadTemplate.elementId_dPadUp, dPadUp), - new UIElement(GamepadTemplate.elementId_dPadRight, dPadRight), - new UIElement(GamepadTemplate.elementId_dPadDown, dPadDown), - new UIElement(GamepadTemplate.elementId_dPadLeft, dPadLeft), - new UIElement(GamepadTemplate.elementId_leftShoulder1, leftShoulder), - new UIElement(GamepadTemplate.elementId_leftShoulder2, leftTrigger), - new UIElement(GamepadTemplate.elementId_rightShoulder1, rightShoulder), - new UIElement(GamepadTemplate.elementId_rightShoulder2, rightTrigger) - }; - - // Add UI elements to the dictionary so we can look them up by Element Identifier Id - for(int i = 0; i < _uiElementsArray.Length; i++) { - _uiElements.Add(_uiElementsArray[i].id, _uiElementsArray[i].element); - } - - // Create Sticks which will be used to move the sticks on the UI - _sticks = new Stick[] { - new Stick(leftStick, GamepadTemplate.elementId_leftStickX, GamepadTemplate.elementId_leftStickY), - new Stick(rightStick, GamepadTemplate.elementId_rightStickX, GamepadTemplate.elementId_rightStickY) - }; - - // Subscribe to controller connection events - ReInput.ControllerConnectedEvent += OnControllerConnected; - ReInput.ControllerDisconnectedEvent += OnControllerDisconnected; - } - - private void Start() { - if(!ReInput.isReady) return; - DrawLabels(); - } - - private void OnDestroy() { - // Unsubscribe from events - ReInput.ControllerConnectedEvent -= OnControllerConnected; - ReInput.ControllerDisconnectedEvent -= OnControllerDisconnected; - } - - private void Update() { - if(!ReInput.isReady) return; - DrawActiveElements(); - } - - private void DrawActiveElements() { - - // Deactivate all elements first - for(int i = 0; i < _uiElementsArray.Length; i++) { - _uiElementsArray[i].element.Deactivate(); - } - - // Reset stick positions - for(int i = 0; i < _sticks.Length; i++) { - _sticks[i].Reset(); - } - - // Activate elements currently active based on the Action - IList actions = ReInput.mapping.Actions; - for(int i = 0; i < actions.Count; i++) { - ActivateElements(player, actions[i].id); - } - } - - private void ActivateElements(Player player, int actionId) { - - // Get the Axis value of the Action from the Player - float axisValue = player.GetAxis(actionId); - if(axisValue == 0f) return; // not active - - // Get all the sources contributing to the Action - IList sources = player.GetCurrentInputSources(actionId); - - // Check each source and activate the elements they map to - for(int i = 0; i < sources.Count; i++) { - InputActionSourceData source = sources[i]; - - // Try to get the GamepadTemplate from the Controller - IGamepadTemplate gamepad = source.controller.GetTemplate(); - if(gamepad == null) continue; // does not implement the Dual Analog Gamepad Template - - // Get all element targets on the template by passing in the Action Element Map - // This gives you the Template element targets that are mapped to the Controller element target. - gamepad.GetElementTargets(source.actionElementMap, _tempTargetList); - - // Activate Template element targets - for(int j = 0; j < _tempTargetList.Count; j++) { - ControllerTemplateElementTarget target = _tempTargetList[j]; - int templateElementId = target.element.id; - ControllerUIElement uiElement = _uiElements[templateElementId]; - - if(target.elementType == ControllerTemplateElementType.Axis) { - uiElement.Activate(axisValue); - } else if(target.elementType == ControllerTemplateElementType.Button) { - // If the target element is a Button, make sure the Button value of the Action is true before activating - if(player.GetButton(actionId) || player.GetNegativeButton(actionId)) uiElement.Activate(1f); - } - - // Move the stick for stick axes - Stick stick = GetStick(templateElementId); - if(stick != null) stick.SetAxisPosition(templateElementId, axisValue * stickRadius); - } - } - } - - private void DrawLabels() { - // Clear UI labels first - for(int i = 0; i < _uiElementsArray.Length; i++) { - _uiElementsArray[i].element.ClearLabels(); - } - - // Draw the label for each Action - IList actions = ReInput.mapping.Actions; - for(int i = 0; i < actions.Count; i++) { - DrawLabels(player, actions[i]); - } - } - - private void DrawLabels(Player player, InputAction action) { - - // Lists first Action bound to each Dual Analog Gamepad Template element - - // Get the first Controller that implements the Dual Analog Gamepad Template from the Player - Controller controller = player.controllers.GetFirstControllerWithTemplate(); - if(controller == null) return; - - // Get the first gamepad assigned to the Player - IGamepadTemplate gamepad = controller.GetTemplate(); - - // Get the Controller Map in the Default category and layout for this Controller from the Player - ControllerMap controllerMap = player.controllers.maps.GetMap(controller, "Default", "Default"); - if(controllerMap == null) return; - - // Go through each Controller Template element displayed in the UI - for(int i = 0; i < _uiElementsArray.Length; i++) { - ControllerUIElement uiElement = _uiElementsArray[i].element; - int elementId = _uiElementsArray[i].id; - - // Get the Controller Template Element from the Controller Template - IControllerTemplateElement element = gamepad.GetElement(elementId); - - // Draw the label - DrawLabel(uiElement, action, controllerMap, gamepad, element); - } - } - - private void DrawLabel(ControllerUIElement uiElement, InputAction action, ControllerMap controllerMap, IControllerTemplate template, IControllerTemplateElement element) { - if(element.source == null) return; // this element cannot map to a source - - ActionElementMap aem; - - // A Controller Template Element Source contains Targets that each point to - // a Controller.Element or part of a Controller.Element (such as one pole of an Axis). - - // Handle Axis-type Template Element - if(element.source.type == ControllerTemplateElementSourceType.Axis) { - - // Cast the source to an Axis source so we can access the 3 possible Targets - IControllerTemplateAxisSource source = (element.source as IControllerTemplateAxisSource); - - // A Template axis source can be either a full-axis binding or a split-axis binding - - // Handle split-axis source - if(source.splitAxis) { - - // A split-axis source has a Positive Target and a Negative Target, one for each side of the axis. - - // Positive Target - aem = controllerMap.GetFirstElementMapWithElementTarget(source.positiveTarget, action.id, true); - if(aem != null) { - uiElement.SetLabel(aem.actionDescriptiveName, AxisRange.Positive); - } - - // Negative Target - aem = controllerMap.GetFirstElementMapWithElementTarget(source.negativeTarget, action.id, true); - if(aem != null) uiElement.SetLabel(aem.actionDescriptiveName, AxisRange.Negative); - - // Handle full-axis source - } else { - - // A full-axis sources has just a single full target. - - // Full Target - aem = controllerMap.GetFirstElementMapWithElementTarget(source.fullTarget, action.id, true); - if(aem != null) { // a full target was mapped - - uiElement.SetLabel(aem.actionDescriptiveName, AxisRange.Full); - - } else { // no full mapping was found, look for separate positive/negative mappings - - // Positive side - aem = controllerMap.GetFirstElementMapWithElementTarget( - new ControllerElementTarget(source.fullTarget) { axisRange = AxisRange.Positive }, - action.id, - true - ); - if(aem != null) uiElement.SetLabel(aem.actionDescriptiveName, AxisRange.Positive); - - // Negative side - aem = controllerMap.GetFirstElementMapWithElementTarget( - new ControllerElementTarget(source.fullTarget) { axisRange = AxisRange.Negative }, - action.id, - true - ); - if(aem != null) uiElement.SetLabel(aem.actionDescriptiveName, AxisRange.Negative); - } - } - - // Handle Button-type Template Element - } else if(element.source.type == ControllerTemplateElementSourceType.Button) { - - // Cast the source to an button source - IControllerTemplateButtonSource source = (element.source as IControllerTemplateButtonSource); - - // Target - aem = controllerMap.GetFirstElementMapWithElementTarget(source.target, action.id, true); - if(aem != null) uiElement.SetLabel(aem.actionDescriptiveName, AxisRange.Full); - } - } - - private Stick GetStick(int elementId) { - for(int i = 0; i < _sticks.Length; i++) { - if(_sticks[i].ContainsElement(elementId)) return _sticks[i]; - } - return null; - } - - private void OnControllerConnected(ControllerStatusChangedEventArgs args) { - DrawLabels(); - } - - private void OnControllerDisconnected(ControllerStatusChangedEventArgs args) { - DrawLabels(); - } - - private class Stick { - - private RectTransform _transform; - private Vector2 _origPosition; - private int _xAxisElementId = -1; - private int _yAxisElementId = -1; - - public Vector2 position { - get { - return _transform != null ? _transform.anchoredPosition - _origPosition : Vector2.zero; - } - set { - if(_transform == null) return; - _transform.anchoredPosition = _origPosition + value; - } - } - - public Stick(RectTransform transform, int xAxisElementId, int yAxisElementId) { - if(transform == null) return; - _transform = transform; - _origPosition = _transform.anchoredPosition; - _xAxisElementId = xAxisElementId; - _yAxisElementId = yAxisElementId; - } - - public void Reset() { - if(_transform == null) return; - _transform.anchoredPosition = _origPosition; - } - - public bool ContainsElement(int elementId) { - if(_transform == null) return false; - return elementId == _xAxisElementId || elementId == _yAxisElementId; - } - - public void SetAxisPosition(int elementId, float value) { - if(_transform == null) return; - Vector2 position = this.position; - if(elementId == _xAxisElementId) position.x = value; - else if(elementId == _yAxisElementId) position.y = value; - this.position = position; - } - } - - private class UIElement { - public int id; - public ControllerUIElement element; - - public UIElement(int id, ControllerUIElement element) { - this.id = id; - this.element = element; - } - } -#endif - } -} \ No newline at end of file diff --git a/Assets/ThirdParty/Rewired/Examples/GamepadTemplateUI/Scripts/GamepadTemplateUI.cs.meta b/Assets/ThirdParty/Rewired/Examples/GamepadTemplateUI/Scripts/GamepadTemplateUI.cs.meta deleted file mode 100644 index 842256c09..000000000 --- a/Assets/ThirdParty/Rewired/Examples/GamepadTemplateUI/Scripts/GamepadTemplateUI.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 7c4afec2f31e6894c87e4a0a458600f0 -timeCreated: 1524716249 -licenseType: Store -MonoImporter: - 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Maddox, Guavaman Enterprises. All rights reserved. - -#region Defines -#if UNITY_2020 || UNITY_2021 || UNITY_2022 || UNITY_2023 || UNITY_6000 || UNITY_6000_0_OR_NEWER -#define UNITY_2020_PLUS -#endif -#if UNITY_2019 || UNITY_2020_PLUS -#define UNITY_2019_PLUS -#endif -#if UNITY_2018 || UNITY_2019_PLUS -#define UNITY_2018_PLUS -#endif -#if UNITY_2017 || UNITY_2018_PLUS -#define UNITY_2017_PLUS -#endif -#if UNITY_5 || UNITY_2017_PLUS -#define UNITY_5_PLUS -#endif -#if UNITY_5_1 || UNITY_5_2 || UNITY_5_3_OR_NEWER || UNITY_2017_PLUS -#define UNITY_5_1_PLUS -#endif -#if UNITY_5_2 || UNITY_5_3_OR_NEWER || UNITY_2017_PLUS -#define UNITY_5_2_PLUS -#endif -#if UNITY_5_3_OR_NEWER || UNITY_2017_PLUS -#define UNITY_5_3_PLUS -#endif -#if UNITY_5_4_OR_NEWER || UNITY_2017_PLUS -#define UNITY_5_4_PLUS -#endif -#if UNITY_5_5_OR_NEWER || UNITY_2017_PLUS -#define UNITY_5_5_PLUS -#endif -#if UNITY_5_6_OR_NEWER || UNITY_2017_PLUS -#define UNITY_5_6_PLUS -#endif -#if UNITY_5_7_OR_NEWER || UNITY_2017_PLUS -#define UNITY_5_7_PLUS -#endif -#if UNITY_5_8_OR_NEWER || UNITY_2017_PLUS -#define UNITY_5_8_PLUS -#endif -#if UNITY_5_9_OR_NEWER || UNITY_2017_PLUS -#define UNITY_5_9_PLUS -#endif -#if UNITY_4_6 || UNITY_4_7 || UNITY_5_PLUS -#define UNITY_4_6_PLUS -#endif -#pragma warning disable 0219 -#pragma warning disable 0618 -#pragma warning disable 0649 -#pragma warning disable 0067 -#endregion - -namespace Rewired.Demos { - using UnityEngine; - - [AddComponentMenu("")] - public class PlayerMouseSpriteExample : MonoBehaviour { - -#if UNITY_4_6_PLUS - [Tooltip("The Player that will control the mouse")] -#endif - public int playerId = 0; - -#if UNITY_4_6_PLUS - [Tooltip("The Rewired Action used for the mouse horizontal axis.")] -#endif - public string horizontalAction = "MouseX"; - -#if UNITY_4_6_PLUS - [Tooltip("The Rewired Action used for the mouse vertical axis.")] -#endif - public string verticalAction = "MouseY"; - -#if UNITY_4_6_PLUS - [Tooltip("The Rewired Action used for the mouse wheel axis.")] -#endif - public string wheelAction = "MouseWheel"; - -#if UNITY_4_6_PLUS - [Tooltip("The Rewired Action used for the mouse left button.")] -#endif - public string leftButtonAction = "MouseLeftButton"; - -#if UNITY_4_6_PLUS - [Tooltip("The Rewired Action used for the mouse right button.")] -#endif - public string rightButtonAction = "MouseRightButton"; - -#if UNITY_4_6_PLUS - [Tooltip("The Rewired Action used for the mouse middle button.")] -#endif - public string middleButtonAction = "MouseMiddleButton"; - -#if UNITY_4_6_PLUS - [Tooltip("The distance from the camera that the pointer will be drawn.")] -#endif - public float distanceFromCamera = 1f; - -#if UNITY_4_6_PLUS - [Tooltip("The scale of the sprite pointer.")] -#endif - public float spriteScale = 0.05f; - -#if UNITY_4_6_PLUS - [Tooltip("The pointer prefab.")] -#endif - public GameObject pointerPrefab; - -#if UNITY_4_6_PLUS - [Tooltip("The click effect prefab.")] -#endif - public GameObject clickEffectPrefab; - -#if UNITY_4_6_PLUS - [Tooltip("Should the hardware pointer be hidden?")] -#endif - public bool hideHardwarePointer = true; - - [System.NonSerialized] - private GameObject pointer; - - [System.NonSerialized] - private PlayerMouse mouse; - - void Awake() { - - pointer = (GameObject)GameObject.Instantiate(pointerPrefab); - pointer.transform.localScale = new Vector3(spriteScale, spriteScale, spriteScale); - -#if UNITY_5_PLUS - if(hideHardwarePointer) Cursor.visible = false; // hide the hardware pointer -#endif - - // Create the Player Mouse - mouse = PlayerMouse.Factory.Create(); - - // Set the owner - mouse.playerId = playerId; - - // Set up Actions for each axis and button - mouse.xAxis.actionName = horizontalAction; - mouse.yAxis.actionName = verticalAction; - mouse.wheel.yAxis.actionName = wheelAction; - mouse.leftButton.actionName = leftButtonAction; - mouse.rightButton.actionName = rightButtonAction; - mouse.middleButton.actionName = middleButtonAction; - - // If you want to change joystick pointer speed - mouse.pointerSpeed = 1f; - - // If you want to change the wheel to tick more often - mouse.wheel.yAxis.repeatRate = 5; - - // If you want to set the screen position - mouse.screenPosition = new Vector2(Screen.width * 0.5f, Screen.height * 0.5f); - - // If you want to use Actions to drive the X/Y position of the mouse - // instead of using the hardware cursor position - // mouse.useHardwareCursorPositionForMouseInput = false; - - // Additionally you'd need to bind mouse X/Y to the X/Y Actions on the Player's Mouse Map. - // The result of this is that the mouse pointer will no longer pop to the hardware cursor - // position when you start using the mouse. You would also need to hide the mouse - // pointer using Cursor.visible = false; - - // Subscribe to position changed event (or you could just poll for it) - mouse.ScreenPositionChangedEvent += OnScreenPositionChanged; - - // Get the initial position - OnScreenPositionChanged(mouse.screenPosition); - } - - void Update() { - if (!ReInput.isReady) return; - - // Use the mouse wheel to rotate the pointer - pointer.transform.Rotate(Vector3.forward, mouse.wheel.yAxis.value * 20f); - - // Use the left or right button to create an object where you clicked - if (mouse.leftButton.justPressed) CreateClickEffect(new Color(0f, 1f, 0f, 1f)); // green for left - if (mouse.rightButton.justPressed) CreateClickEffect(new Color(1f, 0f, 0f, 1f)); // red for right - if(mouse.middleButton.justPressed) CreateClickEffect(new Color(1f, 1f, 0f, 1f)); // yellow for middle - } - - void OnDestroy() { - if (!ReInput.isReady) return; - mouse.ScreenPositionChangedEvent -= OnScreenPositionChanged; - } - - void CreateClickEffect(Color color) { - 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Maddox, Guavaman Enterprises. All rights reserved. - -#pragma warning disable 0219 -#pragma warning disable 0618 -#pragma warning disable 0649 - -namespace Rewired.Demos { - using System.Text; - using System.Collections.Generic; - using UnityEngine; - using UnityEngine.EventSystems; - using UnityEngine.UI; - using Rewired.Integration.UnityUI; - - /// - /// Example handler of Player Pointer Events. - /// - [AddComponentMenu("")] - public sealed class PlayerPointerEventHandlerExample : MonoBehaviour, - IPointerEnterHandler, - IPointerExitHandler, - IPointerUpHandler, - IPointerDownHandler, - IPointerClickHandler, - IScrollHandler, - IBeginDragHandler, - IDragHandler, - IEndDragHandler - { - - public Text text; - private const int logLength = 10; - private List log = new List(); - - private void Log(string o) { - log.Add(o); - if(log.Count > logLength) log.RemoveAt(0); - } - - void Update() { - if(text != null) { - StringBuilder sb = new StringBuilder(); - foreach(var s in log) { - sb.AppendLine(s); - } - text.text = sb.ToString(); - } - } - - public void OnPointerEnter(PointerEventData eventData) { - if(eventData is PlayerPointerEventData) { - PlayerPointerEventData playerEventData = (PlayerPointerEventData)eventData; - Log("OnPointerEnter: " + " Player = " + playerEventData.playerId + ", Pointer Index = " + playerEventData.inputSourceIndex + ", Source = " + GetSourceName(playerEventData)); - } - } - - public void OnPointerExit(PointerEventData eventData) { - if(eventData is PlayerPointerEventData) { - PlayerPointerEventData playerEventData = (PlayerPointerEventData)eventData; - Log("OnPointerExit: " + " Player = " + playerEventData.playerId + ", Pointer Index = " + playerEventData.inputSourceIndex + ", Source = " + GetSourceName(playerEventData)); - } - } - - public void OnPointerUp(PointerEventData eventData) { - if(eventData is PlayerPointerEventData) { - PlayerPointerEventData playerEventData = (PlayerPointerEventData)eventData; - Log("OnPointerUp: " + " Player = " + playerEventData.playerId + ", Pointer Index = " + playerEventData.inputSourceIndex + ", Source = " + GetSourceName(playerEventData) + ", Button Index = " + playerEventData.buttonIndex); - } - } - - public void OnPointerDown(PointerEventData eventData) { - if(eventData is PlayerPointerEventData) { - PlayerPointerEventData playerEventData = (PlayerPointerEventData)eventData; - Log("OnPointerDown: " + " Player = " + playerEventData.playerId + ", Pointer Index = " + playerEventData.inputSourceIndex + ", Source = " + GetSourceName(playerEventData) + ", Button Index = " + playerEventData.buttonIndex); - } - } - - public void OnPointerClick(PointerEventData eventData) { - if(eventData is PlayerPointerEventData) { - PlayerPointerEventData playerEventData = (PlayerPointerEventData)eventData; - Log("OnPointerClick: " + " Player = " + playerEventData.playerId + ", Pointer Index = " + playerEventData.inputSourceIndex + ", Source = " + GetSourceName(playerEventData) + ", Button Index = " + playerEventData.buttonIndex); - } - } - - public void OnScroll(PointerEventData eventData) { - if(eventData is PlayerPointerEventData) { - PlayerPointerEventData playerEventData = (PlayerPointerEventData)eventData; - Log("OnScroll: " + " Player = " + playerEventData.playerId + ", Pointer Index = " + playerEventData.inputSourceIndex + ", Source = " + GetSourceName(playerEventData)); - } - } - - public void OnBeginDrag(PointerEventData eventData) { - if(eventData is PlayerPointerEventData) { - PlayerPointerEventData playerEventData = (PlayerPointerEventData)eventData; - Log("OnBeginDrag: " + " Player = " + playerEventData.playerId + ", Pointer Index = " + playerEventData.inputSourceIndex + ", Source = " + GetSourceName(playerEventData) + ", Button Index = " + playerEventData.buttonIndex); - } - } - - public void OnDrag(PointerEventData eventData) { - if(eventData is PlayerPointerEventData) { - PlayerPointerEventData playerEventData = (PlayerPointerEventData)eventData; - Log("OnDrag: " + " Player = " + playerEventData.playerId + ", Pointer Index = " + playerEventData.inputSourceIndex + ", Source = " + GetSourceName(playerEventData) + ", Button Index = " + playerEventData.buttonIndex); - } - } - - public void OnEndDrag(PointerEventData eventData) { - if(eventData is PlayerPointerEventData) { - PlayerPointerEventData playerEventData = (PlayerPointerEventData)eventData; - Log("OnEndDrag: " + " Player = " + playerEventData.playerId + ", Pointer Index = " + playerEventData.inputSourceIndex + ", Source = " + GetSourceName(playerEventData) + ", Button Index = " + playerEventData.buttonIndex); - } - } - - private static string GetSourceName(PlayerPointerEventData playerEventData) { - if(playerEventData.sourceType == PointerEventType.Mouse) { - if(playerEventData.mouseSource is Behaviour) return (playerEventData.mouseSource as Behaviour).name; - } else if(playerEventData.sourceType == PointerEventType.Touch) { - if(playerEventData.touchSource is Behaviour) return (playerEventData.touchSource as Behaviour).name; - } - return null; - } - } -} \ No newline at end of file diff --git a/Assets/ThirdParty/Rewired/Examples/PlayerMouseUnityUI/Scripts/PlayerPointerEventHandlerExample.cs.meta b/Assets/ThirdParty/Rewired/Examples/PlayerMouseUnityUI/Scripts/PlayerPointerEventHandlerExample.cs.meta deleted file mode 100644 index f195d77bf..000000000 --- a/Assets/ThirdParty/Rewired/Examples/PlayerMouseUnityUI/Scripts/PlayerPointerEventHandlerExample.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: f2231ee7576a2a646ac8d3f8a44e7c0f -timeCreated: 1532821326 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Examples/PlayerMouseUnityUI/Scripts/UIPointer.cs b/Assets/ThirdParty/Rewired/Examples/PlayerMouseUnityUI/Scripts/UIPointer.cs deleted file mode 100644 index 20ed51ce9..000000000 --- a/Assets/ThirdParty/Rewired/Examples/PlayerMouseUnityUI/Scripts/UIPointer.cs +++ /dev/null @@ -1,151 +0,0 @@ -// Copyright (c) 2018 Augie R. Maddox, Guavaman Enterprises. All rights reserved. - -#region Defines -#if UNITY_2020 || UNITY_2021 || UNITY_2022 || UNITY_2023 || UNITY_6000 || UNITY_6000_0_OR_NEWER -#define UNITY_2020_PLUS -#endif -#if UNITY_2019 || UNITY_2020_PLUS -#define UNITY_2019_PLUS -#endif -#if UNITY_2018 || UNITY_2019_PLUS -#define UNITY_2018_PLUS -#endif -#if UNITY_2017 || UNITY_2018_PLUS -#define UNITY_2017_PLUS -#endif -#if UNITY_5 || UNITY_2017_PLUS -#define UNITY_5_PLUS -#endif -#if UNITY_5_1 || UNITY_5_2 || UNITY_5_3_OR_NEWER || UNITY_2017_PLUS -#define UNITY_5_1_PLUS -#endif -#if UNITY_5_2 || UNITY_5_3_OR_NEWER || UNITY_2017_PLUS -#define UNITY_5_2_PLUS -#endif -#if UNITY_5_3_OR_NEWER || UNITY_2017_PLUS -#define UNITY_5_3_PLUS -#endif -#if UNITY_5_4_OR_NEWER || UNITY_2017_PLUS -#define UNITY_5_4_PLUS -#endif -#if UNITY_5_5_OR_NEWER || UNITY_2017_PLUS -#define UNITY_5_5_PLUS -#endif -#if UNITY_5_6_OR_NEWER || UNITY_2017_PLUS -#define UNITY_5_6_PLUS -#endif -#if UNITY_5_7_OR_NEWER || UNITY_2017_PLUS -#define UNITY_5_7_PLUS -#endif -#if UNITY_5_8_OR_NEWER || UNITY_2017_PLUS -#define UNITY_5_8_PLUS -#endif -#if UNITY_5_9_OR_NEWER || UNITY_2017_PLUS -#define UNITY_5_9_PLUS -#endif -#pragma warning disable 0219 -#pragma warning disable 0618 -#pragma warning disable 0649 -#pragma warning disable 0067 -#pragma warning disable 0414 -#endregion - -namespace Rewired.Demos { - using System; - using UnityEngine; - using UnityEngine.EventSystems; - using UnityEngine.UI; - - /// - /// A simple pointer for Unity UI. - /// - [AddComponentMenu("")] - [RequireComponent(typeof(RectTransform))] - public sealed class UIPointer : UIBehaviour { - - [Tooltip("Should the hardware pointer be hidden?")] - [SerializeField] - private bool _hideHardwarePointer = true; - - [Tooltip("Sets the pointer to the last sibling in the parent hierarchy. Do not enable this on multiple UIPointers under the same parent transform or they will constantly fight each other for dominance.")] - [SerializeField] - private bool _autoSort = true; - - private Canvas _canvas; - - /// - /// Sets the pointer to the last sibling in the parent hierarchy. Do not enable this on multiple UIPointers under the same parent transform or they will constantly fight each other for dominance. - /// - public bool autoSort { get { return _autoSort; } set { if(value == _autoSort) return; _autoSort = value; if(value) transform.SetAsLastSibling(); } } - - protected override void Awake() { - base.Awake(); - -#if UNITY_5_2_PLUS - // Disable raycasting on all Graphics in the pointer - Graphic[] graphics = GetComponentsInChildren(); - foreach(Graphic g in graphics) { - g.raycastTarget = false; - } -#endif -#if UNITY_5_PLUS - // Hide the hardware pointer - if(_hideHardwarePointer) Cursor.visible = false; -#endif - if(_autoSort) transform.SetAsLastSibling(); - - GetDependencies(); - } - - private void Update() { - if(_autoSort && transform.GetSiblingIndex() < transform.parent.childCount - 1) { - transform.SetAsLastSibling(); - } - } - - protected override void OnTransformParentChanged() { - base.OnTransformParentChanged(); - GetDependencies(); - } - - protected override void OnCanvasGroupChanged() { - 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userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Examples/PressAnyButtonToJoin/Scripts/PressAnyButtonToJoinExample_Assigner.cs b/Assets/ThirdParty/Rewired/Examples/PressAnyButtonToJoin/Scripts/PressAnyButtonToJoinExample_Assigner.cs deleted file mode 100644 index 580a9e93f..000000000 --- a/Assets/ThirdParty/Rewired/Examples/PressAnyButtonToJoin/Scripts/PressAnyButtonToJoinExample_Assigner.cs +++ /dev/null @@ -1,67 +0,0 @@ -// Copyright (c) 2017 Augie R. Maddox, Guavaman Enterprises. All rights reserved. - -/* Disable Joystick Auto-Assignment in the Rewired Input Manager - * so no joysticks are assigned to any Players at the start of the game. - * Once assignment is complete, enable joystick auto-assignment - */ - -namespace Rewired.Demos { - - using UnityEngine; - using System.Collections.Generic; - using Rewired; - - [AddComponentMenu("")] - public class PressAnyButtonToJoinExample_Assigner : MonoBehaviour { - - private void Update() { - if(!ReInput.isReady) return; - AssignJoysticksToPlayers(); - } - - private void AssignJoysticksToPlayers() { - - // Check all joysticks for a button press and assign it tp - // the first Player foudn without a joystick - IList joysticks = ReInput.controllers.Joysticks; - for(int i = 0; i < joysticks.Count; i++) { - - Joystick joystick = joysticks[i]; - if(ReInput.controllers.IsControllerAssigned(joystick.type, joystick.id)) continue; // joystick is already assigned to a Player - - // Chec if a button was pressed on the joystick - if(joystick.GetAnyButtonDown()) { - - // Find the next Player without a Joystick - Player player = FindPlayerWithoutJoystick(); - if(player == null) return; // no free joysticks - - // Assign the joystick to this Player - player.controllers.AddController(joystick, false); - } - } - - // If all players have joysticks, enable joystick auto-assignment - // so controllers are re-assigned correctly when a joystick is disconnected - // and re-connected and disable this script - if(DoAllPlayersHaveJoysticks()) { - ReInput.configuration.autoAssignJoysticks = true; - this.enabled = false; // disable this script - } - } - - // Searches all Players to find the next Player without a Joystick assigned - private Player FindPlayerWithoutJoystick() { - IList players = ReInput.players.Players; - for(int i = 0; i < players.Count; i++) { - if(players[i].controllers.joystickCount > 0) continue; - return players[i]; - } - return null; - } - - private bool DoAllPlayersHaveJoysticks() { - return FindPlayerWithoutJoystick() == null; - } - } -} \ No newline at end of file diff --git a/Assets/ThirdParty/Rewired/Examples/PressAnyButtonToJoin/Scripts/PressAnyButtonToJoinExample_Assigner.cs.meta b/Assets/ThirdParty/Rewired/Examples/PressAnyButtonToJoin/Scripts/PressAnyButtonToJoinExample_Assigner.cs.meta deleted file mode 100644 index 373867189..000000000 --- a/Assets/ThirdParty/Rewired/Examples/PressAnyButtonToJoin/Scripts/PressAnyButtonToJoinExample_Assigner.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 691f9cbd502777d4f81ac829f1a5a367 -timeCreated: 1490053920 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Examples/PressAnyButtonToJoin/Scripts/PressAnyButtonToJoinExample_GamePlayer.cs b/Assets/ThirdParty/Rewired/Examples/PressAnyButtonToJoin/Scripts/PressAnyButtonToJoinExample_GamePlayer.cs deleted file mode 100644 index 83712d440..000000000 --- a/Assets/ThirdParty/Rewired/Examples/PressAnyButtonToJoin/Scripts/PressAnyButtonToJoinExample_GamePlayer.cs +++ /dev/null @@ -1,59 +0,0 @@ -// Copyright (c) 2017 Augie R. Maddox, Guavaman Enterprises. All rights reserved. - -using UnityEngine; -using System.Collections; - -namespace Rewired.Demos { - - [AddComponentMenu("")] - [RequireComponent(typeof(CharacterController))] - public class PressAnyButtonToJoinExample_GamePlayer : MonoBehaviour { - - public int playerId = 0; - - public float moveSpeed = 3.0f; - public float bulletSpeed = 15.0f; - public GameObject bulletPrefab; - - private CharacterController cc; - private Vector3 moveVector; - private bool fire; - - private Rewired.Player player { get { return ReInput.isReady ? ReInput.players.GetPlayer(playerId) : null; } } - - void OnEnable() { - // Get the character controller - cc = GetComponent(); - } - - void Update() { - if(!ReInput.isReady) return; // Exit if Rewired isn't ready. This would only happen during a script recompile in the editor. - if(player == null) return; - - GetInput(); - ProcessInput(); - } - - private void GetInput() { - // Get the input from the Rewired Player. All controllers that the Player owns will contribute, so it doesn't matter - // whether the input is coming from a joystick, the keyboard, mouse, or a custom controller. - - moveVector.x = player.GetAxis("Move Horizontal"); // get input by name or action id - moveVector.y = player.GetAxis("Move Vertical"); - fire = player.GetButtonDown("Fire"); - } - - private void ProcessInput() { - // Process movement - if(moveVector.x != 0.0f || moveVector.y != 0.0f) { - cc.Move(moveVector * moveSpeed * Time.deltaTime); - } - - // Process fire - if(fire) { - GameObject bullet = (GameObject)Instantiate(bulletPrefab, transform.position + transform.right, transform.rotation); - bullet.GetComponent().AddForce(transform.right * bulletSpeed, ForceMode.VelocityChange); - } - } - } -} \ No newline at end of file diff --git a/Assets/ThirdParty/Rewired/Examples/PressAnyButtonToJoin/Scripts/PressAnyButtonToJoinExample_GamePlayer.cs.meta b/Assets/ThirdParty/Rewired/Examples/PressAnyButtonToJoin/Scripts/PressAnyButtonToJoinExample_GamePlayer.cs.meta deleted file mode 100644 index ea18dd192..000000000 --- a/Assets/ThirdParty/Rewired/Examples/PressAnyButtonToJoin/Scripts/PressAnyButtonToJoinExample_GamePlayer.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 35e53586bfbdbdd40b2c66e8bd3ae88f -timeCreated: 1490054490 -licenseType: Store -MonoImporter: - 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userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Examples/PressStartToJoin/Scripts/PressStartToJoinExample_Assigner.cs b/Assets/ThirdParty/Rewired/Examples/PressStartToJoin/Scripts/PressStartToJoinExample_Assigner.cs deleted file mode 100644 index 89e6acc4e..000000000 --- a/Assets/ThirdParty/Rewired/Examples/PressStartToJoin/Scripts/PressStartToJoinExample_Assigner.cs +++ /dev/null @@ -1,99 +0,0 @@ -// Copyright (c) 2017 Augie R. Maddox, Guavaman Enterprises. All rights reserved. - -/* To recreate the same Rewired Input Manager settings as shown in this demo: - * 1. Create "JoinGame" Action. - * 2. Create Map Categories "Assignment" and "Default". - * 3. Create Joystick and Keyboard Maps in the "Assignment" category that map "JoinGame" - * to some buttons/keys such as "Start" on in the Dual Analog Gamepad Template and "Enter" in the Keyboard Map. - * 4. Create Joystick and Keyboard Maps in the "Default" category. - * 5. Assign the "Assignment" maps to each Player (assign the Keyboard Map to only 1 Player unless you've - * created multiple in different layouts for each Player to use). Ensure they are set to be enabled on start. - * 6. Assign the "Default" maps to each Player setting them to be disabled on start. - * 7. Leave joystick auto-assignment enabled. - */ - -namespace Rewired.Demos { - - using UnityEngine; - using System.Collections.Generic; - using Rewired; - - [AddComponentMenu("")] - public class PressStartToJoinExample_Assigner : MonoBehaviour { - - // Static - - private static PressStartToJoinExample_Assigner instance; - - public static Rewired.Player GetRewiredPlayer(int gamePlayerId) { - if(!Rewired.ReInput.isReady) return null; - if(instance == null) { - Debug.LogError("Not initialized. Do you have a PressStartToJoinPlayerSelector in your scehe?"); - return null; - } - for(int i = 0; i < instance.playerMap.Count; i++) { - if(instance.playerMap[i].gamePlayerId == gamePlayerId) return ReInput.players.GetPlayer(instance.playerMap[i].rewiredPlayerId); - } - return null; - } - - // Instance - - public int maxPlayers = 4; - - private List playerMap; // Maps Rewired Player ids to game player ids - private int gamePlayerIdCounter = 0; - - void Awake() { - playerMap = new List(); - instance = this; // set up the singleton - } - - void Update() { - - // Watch for JoinGame action in each Player - for(int i = 0; i < ReInput.players.playerCount; i++) { - if(ReInput.players.GetPlayer(i).GetButtonDown("JoinGame")) { - AssignNextPlayer(i); - } - } - } - - void AssignNextPlayer(int rewiredPlayerId) { - if(playerMap.Count >= maxPlayers) { - Debug.LogError("Max player limit already reached!"); - return; - } - - int gamePlayerId = GetNextGamePlayerId(); - - // Add the Rewired Player as the next open game player slot - playerMap.Add(new PlayerMap(rewiredPlayerId, gamePlayerId)); - - Player rewiredPlayer = ReInput.players.GetPlayer(rewiredPlayerId); - - // Disable the Assignment map category in Player so no more JoinGame Actions return - rewiredPlayer.controllers.maps.SetMapsEnabled(false, "Assignment"); - - // Enable UI control for this Player now that he has joined - rewiredPlayer.controllers.maps.SetMapsEnabled(true, "Default"); - - Debug.Log("Added Rewired Player id " + rewiredPlayerId + " to game player " + gamePlayerId); - } - - private int GetNextGamePlayerId() { - return gamePlayerIdCounter++; - } - - // This class is used to map the Rewired Player Id to your game player id - private class PlayerMap { - public int rewiredPlayerId; - public int gamePlayerId; - - public PlayerMap(int rewiredPlayerId, int gamePlayerId) { - this.rewiredPlayerId = rewiredPlayerId; - this.gamePlayerId = gamePlayerId; - } - } - } -} \ No newline at end of file diff --git a/Assets/ThirdParty/Rewired/Examples/PressStartToJoin/Scripts/PressStartToJoinExample_Assigner.cs.meta b/Assets/ThirdParty/Rewired/Examples/PressStartToJoin/Scripts/PressStartToJoinExample_Assigner.cs.meta deleted file mode 100644 index 82c00c3dd..000000000 --- a/Assets/ThirdParty/Rewired/Examples/PressStartToJoin/Scripts/PressStartToJoinExample_Assigner.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 83a1ada46f8e7d44f987c8763f86f43e -timeCreated: 1490040203 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Examples/PressStartToJoin/Scripts/PressStartToJoinExample_GamePlayer.cs b/Assets/ThirdParty/Rewired/Examples/PressStartToJoin/Scripts/PressStartToJoinExample_GamePlayer.cs deleted file mode 100644 index f31ccfa51..000000000 --- a/Assets/ThirdParty/Rewired/Examples/PressStartToJoin/Scripts/PressStartToJoinExample_GamePlayer.cs +++ /dev/null @@ -1,58 +0,0 @@ -// Copyright (c) 2017 Augie R. Maddox, Guavaman Enterprises. All rights reserved. - -namespace Rewired.Demos { - using UnityEngine; - using System.Collections; - - [AddComponentMenu("")] - [RequireComponent(typeof(CharacterController))] - public class PressStartToJoinExample_GamePlayer : MonoBehaviour { - - public int gamePlayerId = 0; - - public float moveSpeed = 3.0f; - public float bulletSpeed = 15.0f; - public GameObject bulletPrefab; - - private CharacterController cc; - private Vector3 moveVector; - private bool fire; - - private Rewired.Player player { get { return PressStartToJoinExample_Assigner.GetRewiredPlayer(gamePlayerId); } } - - void OnEnable() { - // Get the character controller - cc = GetComponent(); - } - - void Update() { - if(!ReInput.isReady) return; // Exit if Rewired isn't ready. This would only happen during a script recompile in the editor. - if(player == null) return; - - GetInput(); - ProcessInput(); - } - - private void GetInput() { - // Get the input from the Rewired Player. All controllers that the Player owns will contribute, so it doesn't matter - // whether the input is coming from a joystick, the keyboard, mouse, or a custom controller. - - moveVector.x = player.GetAxis("Move Horizontal"); // get input by name or action id - moveVector.y = player.GetAxis("Move Vertical"); - fire = player.GetButtonDown("Fire"); - } - - private void ProcessInput() { - // Process movement - if(moveVector.x != 0.0f || moveVector.y != 0.0f) { - cc.Move(moveVector * moveSpeed * Time.deltaTime); - } - - // Process fire - if(fire) { - GameObject bullet = (GameObject)Instantiate(bulletPrefab, transform.position + transform.right, transform.rotation); - bullet.GetComponent().AddForce(transform.right * bulletSpeed, ForceMode.VelocityChange); - } - } - } -} \ No newline at end of file diff --git a/Assets/ThirdParty/Rewired/Examples/PressStartToJoin/Scripts/PressStartToJoinExample_GamePlayer.cs.meta b/Assets/ThirdParty/Rewired/Examples/PressStartToJoin/Scripts/PressStartToJoinExample_GamePlayer.cs.meta deleted file mode 100644 index be14af3da..000000000 --- a/Assets/ThirdParty/Rewired/Examples/PressStartToJoin/Scripts/PressStartToJoinExample_GamePlayer.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: b24a4516b465c6b47a2135d9dc24ec4e -timeCreated: 1490040841 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Examples/Shared.meta b/Assets/ThirdParty/Rewired/Examples/Shared.meta deleted file mode 100644 index 39daa4feb..000000000 --- a/Assets/ThirdParty/Rewired/Examples/Shared.meta +++ /dev/null @@ -1,22 +0,0 @@ -fileFormatVersion: 2 -guid: 3d1a7baebe3991f448d007b0bc129520 -labels: -- Input -- Joysticks -- Controllers -- Rewired -- Hotplugging -- Keyboard -- Mouse -- Touch -- InputManager -- Control -- Gamepad -- Controller -- Joystick -- Xbox360 -- XInput -- DirectInput -folderAsset: yes -DefaultImporter: - userData: diff --git a/Assets/ThirdParty/Rewired/Examples/Shared/Prefabs.meta b/Assets/ThirdParty/Rewired/Examples/Shared/Prefabs.meta deleted file mode 100644 index 62fe74c15..000000000 --- a/Assets/ThirdParty/Rewired/Examples/Shared/Prefabs.meta +++ /dev/null @@ -1,14 +0,0 @@ -fileFormatVersion: 2 -guid: 83002b8dcf3c9d24c8e67df0af710747 -labels: -- Input -- Joysticks -- Controllers -- Rewired -- Hotplugging -- Keyboard -- Mouse -- Touch -folderAsset: yes -DefaultImporter: - userData: diff --git a/Assets/ThirdParty/Rewired/Examples/Shared/Prefabs/Bullet.prefab b/Assets/ThirdParty/Rewired/Examples/Shared/Prefabs/Bullet.prefab deleted file mode 100644 index a16e76bf4..000000000 --- a/Assets/ThirdParty/Rewired/Examples/Shared/Prefabs/Bullet.prefab +++ /dev/null @@ -1,112 +0,0 @@ -%YAML 1.1 -%TAG !u! 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Maddox, Guavaman Enterprises. All rights reserved. - -namespace Rewired.Demos { - - using UnityEngine; - using System; - using System.Collections.Generic; - using Rewired; - - [AddComponentMenu("")] - public class Bullet : MonoBehaviour { - - public float lifeTime = 3.0f; - private bool die; - private float deathTime; - - void Start() { - if(lifeTime > 0.0f) { - deathTime = Time.time + lifeTime; - die = true; - } - } - - void Update() { - if(die && Time.time >= deathTime) Destroy(gameObject); - } - } -} diff --git a/Assets/ThirdParty/Rewired/Examples/Shared/Scripts/Bullet.cs.meta b/Assets/ThirdParty/Rewired/Examples/Shared/Scripts/Bullet.cs.meta deleted file mode 100644 index 509e84aa7..000000000 --- a/Assets/ThirdParty/Rewired/Examples/Shared/Scripts/Bullet.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 41a202cc75ac06842a949af8619eaff1 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/ThirdParty/Rewired/Examples/Shared/Sprites.meta b/Assets/ThirdParty/Rewired/Examples/Shared/Sprites.meta deleted file mode 100644 index b9fec53e4..000000000 --- a/Assets/ThirdParty/Rewired/Examples/Shared/Sprites.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 8350616c544444049ad18d06454ccaac -folderAsset: yes -timeCreated: 1532497032 -licenseType: Store -DefaultImporter: - 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userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Examples/SimpleCombinedKeyboardMouseRemapping/Scripts.meta b/Assets/ThirdParty/Rewired/Examples/SimpleCombinedKeyboardMouseRemapping/Scripts.meta deleted file mode 100644 index 1f299873a..000000000 --- a/Assets/ThirdParty/Rewired/Examples/SimpleCombinedKeyboardMouseRemapping/Scripts.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: d9abee88f1bf8eb42b239f67afd70f12 -folderAsset: yes -timeCreated: 1541875224 -licenseType: Store -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Rewired/Examples/SimpleCombinedKeyboardMouseRemapping/Scripts/SimpleCombinedKeyboardMouseRemapping.cs b/Assets/ThirdParty/Rewired/Examples/SimpleCombinedKeyboardMouseRemapping/Scripts/SimpleCombinedKeyboardMouseRemapping.cs deleted file mode 100644 index 2ff7da376..000000000 --- a/Assets/ThirdParty/Rewired/Examples/SimpleCombinedKeyboardMouseRemapping/Scripts/SimpleCombinedKeyboardMouseRemapping.cs +++ /dev/null @@ -1,284 +0,0 @@ -// Copyright (c) 2018 Augie R. Maddox, Guavaman Enterprises. All rights reserved. - -/* This is a very basic example of control remapping using the InputMapper class - * to combine keyboard and mouse bindings into a single column. This is not how - * Rewired is intended to work, but because some developers want to present - * it this way, this example has been provided. - * - * This example only supports 1 Player, 1 mapping per Action, and only supports - * keyboard and mouse input. This example is exclusively meant to illustrate how - * to use multiple Input Mappers to poll for input on multiple input devices - * simultaneously. It also illustrates how to handle replacement assignments - * across controller types and Controller Maps. - * - * No UI windows are used and conflict checking is handled automatically by - * InputMapper to keep this example small and focused. - */ - -namespace Rewired.Demos { - - using UnityEngine; - using UnityEngine.UI; - using UnityEngine.EventSystems; - using System.Collections.Generic; - using System.Collections; - - [AddComponentMenu("")] - public class SimpleCombinedKeyboardMouseRemapping : MonoBehaviour { - - private const string category = "Default"; - private const string layout = "Default"; - private const string uiCategory = "UI"; - - private InputMapper inputMapper_keyboard = new InputMapper(); - private InputMapper inputMapper_mouse = new InputMapper(); - - public GameObject buttonPrefab; - public GameObject textPrefab; - public RectTransform fieldGroupTransform; - public RectTransform actionGroupTransform; - public Text controllerNameUIText; - public Text statusUIText; - - private List rows = new List(); - private TargetMapping _replaceTargetMapping; - - private Player player { get { return ReInput.players.GetPlayer(0); } } - - private void OnEnable() { - if(!ReInput.isReady) return; // don't run if Rewired hasn't been initialized - - // Timeout after 5 seconds of listening - inputMapper_keyboard.options.timeout = 5f; - inputMapper_mouse.options.timeout = 5f; - - // Ignore Mouse X and Y axes - inputMapper_mouse.options.ignoreMouseXAxis = true; - inputMapper_mouse.options.ignoreMouseYAxis = true; - - // Prevent assigning buttons in full-axis fields - inputMapper_keyboard.options.allowButtonsOnFullAxisAssignment = false; - inputMapper_mouse.options.allowButtonsOnFullAxisAssignment = false; - - // Subscribe to events - inputMapper_keyboard.InputMappedEvent += OnInputMapped; - inputMapper_keyboard.StoppedEvent += OnStopped; - inputMapper_mouse.InputMappedEvent += OnInputMapped; - inputMapper_mouse.StoppedEvent += OnStopped; - - // Create UI elements - InitializeUI(); - } - - private void OnDisable() { - - // Make sure the input mapper is stopped first - inputMapper_keyboard.Stop(); - inputMapper_mouse.Stop(); - - // Unsubscribe from events - inputMapper_keyboard.RemoveAllEventListeners(); - inputMapper_mouse.RemoveAllEventListeners(); - } - - private void RedrawUI() { - - // Update joystick name in UI - controllerNameUIText.text = "Keyboard/Mouse"; - - // Update each button label with the currently mapped element identifier - for(int i = 0; i < rows.Count; i++) { - Row row = rows[i]; - InputAction action = rows[i].action; - - string name = string.Empty; - int actionElementMapId = -1; - - // Find the first ActionElementMap that maps to this Action and is compatible with this field type - for (int j = 0; j < 2; j++) { - // Search the Keyboard Map first, then the Mouse Map - ControllerType controllerType = j == 0 ? ControllerType.Keyboard : ControllerType.Mouse; - ControllerMap controllerMap = player.controllers.maps.GetMap(controllerType, 0, category, layout); - foreach (var actionElementMap in controllerMap.ElementMapsWithAction(action.id)) { - if (actionElementMap.ShowInField(row.actionRange)) { - name = actionElementMap.elementIdentifierName; - actionElementMapId = actionElementMap.id; - break; - } - } - if (actionElementMapId >= 0) break; // found one - } - - // Set the label in the field button - row.text.text = name; - - // Set the field button callback - row.button.onClick.RemoveAllListeners(); // clear the button event listeners first - int index = i; // copy variable for closure - row.button.onClick.AddListener(() => OnInputFieldClicked(index, actionElementMapId)); - } - } - - private void ClearUI() { - - // Clear the controller name - controllerNameUIText.text = string.Empty; - - // Clear button labels - for(int i = 0; i < rows.Count; i++) { - rows[i].text.text = string.Empty; - } - } - - private void InitializeUI() { - - // Delete placeholders - foreach(Transform t in actionGroupTransform) { - Object.Destroy(t.gameObject); - } - foreach(Transform t in fieldGroupTransform) { - Object.Destroy(t.gameObject); - } - - // Create Action fields and input field buttons - foreach(var action in ReInput.mapping.ActionsInCategory(category)) { - if(action.type == InputActionType.Axis) { - // Create a full range, one positive, and one negative field for Axis-type Actions - CreateUIRow(action, AxisRange.Full, action.descriptiveName); - CreateUIRow(action, AxisRange.Positive, !string.IsNullOrEmpty(action.positiveDescriptiveName) ? action.positiveDescriptiveName : action.descriptiveName + " +"); - CreateUIRow(action, AxisRange.Negative, !string.IsNullOrEmpty(action.negativeDescriptiveName) ? action.negativeDescriptiveName : action.descriptiveName + " -"); - } else if(action.type == InputActionType.Button) { - // Just create one positive field for Button-type Actions - CreateUIRow(action, AxisRange.Positive, action.descriptiveName); - } - } - - RedrawUI(); - } - - private void CreateUIRow(InputAction action, AxisRange actionRange, string label) { - // Create the Action label - GameObject labelGo = Object.Instantiate(textPrefab); - labelGo.transform.SetParent(actionGroupTransform); - labelGo.transform.SetAsLastSibling(); - labelGo.GetComponent().text = label; - - // Create the input field button - GameObject buttonGo = Object.Instantiate(buttonPrefab); - buttonGo.transform.SetParent(fieldGroupTransform); - buttonGo.transform.SetAsLastSibling(); - - // Add the row to the rows list - rows.Add( - new Row() { - action = action, - actionRange = actionRange, - button = buttonGo.GetComponent