![]() ![]() I thought I fixed it, because gamepad worked all of once, but once I stopped and started my game in editor, the gamepad stopped working again. Probably related: I'm getting a bajillion "Callback dispatcher is not initialized" errors when I run my game in-editor, and google has been useless at pointing me in the direction of how to fix those.Įdit: The bajillion errors stopped after I restarted Unity, but I still can't use gamepad in-editor anymore. Seems input capability is tied to the overlay, which I can't seem to get working in Unity, meaning I won't be able to debug in Unity with the gamepad? Everybody and their dog online says "Just put your appid in the steam_appid.txt file", but that literally accomplishes nothing for me in editor, and actively un-accomplishes gamepad support with the built executable. Upon adding the Steamworks API and setting up the default "Generic Gamepad" Steam Input on my app page, the only way I can use a gamepad anymore is through the Steam build, or if I build an exe and don't have the steam_appid.txt file in my build folder. ![]() I'm having the opposite problem of people above. But once I stop and start the game again in Unity, it stops working again. Even without adding touch controls, you can now take advantage of. Stick controls are used to represent the thumbsticks on gamepads (see leftStick and rightStick) as well as the main stick control of joysticks (see stick ). At this point InControl is set up for touch support. Create a Touch Camera game object as a child to the InControl game object. This will: Add the Touch Manager component to the InControl game object. The only other thing I've noticed is if I completely close Unity and kill the Steam process (Since my game never properly stops, even after closing Unity), then open both of them, then I can use my gamepad once. You can add it via the GameObject > InControl > Touch > Manager menu command. Kind of a ridiculous workaround, considering how allegedly 'easy' it is to fix for some people. Looks like I can regain gamepad control in Unity Editor if I just close Steam while I'm working. ![]() You can generate the proper setup for through the editor menu: InControl > Setup Input Manager This will regenerate the ProjectSettings/InputManager.asset file. Fallback handler could not load library /Users/***/Contents/Frameworks/MonoEmbedRuntime/osx/InControlNativeįallback handler could not load library /Users/***/Contents/Frameworks/MonoEmbedRuntime/osx/libInControlNative.dylibįallback handler could not load library /Users/***/Contents/Frameworks/MonoEmbedRuntime/osx/libInControlNative.soįallback handler could not load library /Users/***/Contents/Frameworks/MonoEmbedRuntime/osx/libInControlNative.bundleįallback handler could not load library /Users/***/Contents/Frameworks/MonoEmbedRuntime/osx/libInControlNative Oculus Rift has three inputs: two Oculus Touch Controllers, and one Oculus Remote. Watch on InControl requires a very specific set of input settings in Unity. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |