Often the primary input device for console games. Typically designed to be held in one or both hands rather than being laid on a surface.
0
votes
0answers
16 views
SteamVR TrackPad - How can I check to see if trackpad has been pressed and being held down in Unity?
I'm looking to figure out how to go about checking for user trackpad clicked and held input.
What I am trying to do is execute a rewind and forward button using the trackpad. When you click on the ...
3
votes
1answer
58 views
Handling multiple controllers in a single player game
Currently implementing input support for a single player game and I'm unsure how best to handle the (admittedly odd) situation where the user plugs in 2 or more controllers. Should only one be active, ...
0
votes
0answers
22 views
SteamVR_Controller.GetPress, GetPressDown and GetPressUp always return false?
I'm developing for htc vive with Unity. Using the Prefab [CameraRig]. In Unity I attached this script to the 'Controller (left)' inside [Camera rig]:
public class WandController : MonoBehaviour {
...
-2
votes
2answers
247 views
Button mapping of an Xbox 360 controller for windows
I can't get a clear answer on the rest of the internet. What are the joystick buttons for left and right triggers?
I'm on Windows, if it matters.
0
votes
1answer
20 views
Unity Controller to Make Reticle Orbit based on the right stick input
d platformer arena like game. Right now I have it so a reticle moves around the player based on a controller's right stick's horizontal movement using the rotate around function and while it works ...
1
vote
0answers
37 views
Is it possible to simulate different vendor gamepads?
As a developer it would seem natural that I would like to support as many possible hardware compositions as I can, however as I'm not a big studio I have a limited budget, which means I have to get by ...
0
votes
0answers
108 views
Unity UI: Buttons not highlighting
I have a World Space canvas named UI, which has multiple empty child gameobjects, each one containing multiple buttons and text. All but one are inactive.
Once I press a button on the active empty, ...
0
votes
0answers
64 views
How could I add XBox 360 Controller handling support to my game?
The title says it all. I'm making a 3D Open World game with OpenGL and LWJGL in Java, and I really need to move in several angles to fully feel inside the game. The problem is that I couldn't find any ...
-2
votes
1answer
49 views
How to make my “first person controller” continue to turn left or right when key is pressed in Unity 5?
I recently posted this How To Make My First Person Controller turn left and right in unity 5
but now I'm having a slight problem when I press the key that turns my camera it only does it for a little ...
0
votes
1answer
101 views
WiFi Game Controller Protocol
I'm wanting to use mobile devices to control a game. I'd like to use an industry standard protocol for wifi game controllers rather than roll my own, but have been unable to find any standard.
Does ...
0
votes
1answer
98 views
How to reregister gamecontroller changedvalue handler upon game scene reload
I'm working on a tvOS game that uses the siri gamepad controller. Everything works fine the first time out. If the user loses the round I reload the same scene using presentScene. After reloading the ...
0
votes
1answer
179 views
Gamepad default trigger identification in Windows
I'm currently writing an interface driver for my Moga Power Pro controller on Windows. I'd like to release it for others to use, but first I have some questions on expected default mappings for the ...
2
votes
1answer
560 views
Unity Controller navigating UI
I want players to be able to use a controller to navigate our game's menus. We use Unity's new UI, and in the EventSystem have specified a controller axis for our vertical axis. However the selection ...
2
votes
1answer
343 views
Unity3D Joystick Buttons Xbox360 & PS3 have Inconsistent Button Inputs?
I've been browsing through Google and researching button inputs in Unity, and I came across this page. When looking at it I noticed that the B button on the Xbox360 controller is set to Button 1, but ...
3
votes
1answer
527 views
How do I quantify the curvature of a touch swipe?
I'm implementing a touch controller for my game.
I am attempting to imitate Tiki Taka Soccer's "ball shooting" controls (gameplay video), where the curvature of the player's swipe affects the curve ...
0
votes
1answer
80 views
How to create axes for a console controller
What should I change in the input manager to enable me to use a joystick? I have a usb cable to connect the joystick to the computer but how do I set up the controls?
1
vote
2answers
1k views
Can't set up a PS3 controller in Unity
So I connected a ps3 controller to my computer via USB cable, when I press play I am able to move by using arrows on the left of the ps3 controller and also I am able to shoot and aim by triangle and ...
3
votes
1answer
234 views
USB NES controller
I just recently bought the Retrolink USB NES Controller.
I would really like to make simple platformer games (for PC - engine/ frame/ library doesn't matter) for this pretty popular retro controller. ...
0
votes
1answer
702 views
Coding a left/right object movement C# script for android phones in unity
I have 2 spheres and a cube on screen.
I'm experimenting to make a 'left/right movement script' for the cube so that when I touch the left sphere, the cube moves left-wards and when I touch the ...
0
votes
1answer
763 views
In Unity for Android, how do I create touchable buttons?
I'm making a test game for Android in Unity 5, and I want to add left-right control buttons like the circles below, to move an object left or right.
How can I do this?
Sorry if this question is ...
1
vote
1answer
265 views
Unity provides wrong Input value if game is started with bumpers pressed down
As the title states I am having an issue with the following. It is a pretty specific edge case but it is something I can't work around.
In Unity I have created two Axes to allow me to check the value ...
0
votes
2answers
226 views
XNA: How to capture precise time of button press?
I'm guessing the default XNA model encourages checking for button presses in Update(). However, I am developing a game-like application for research and need to measure reaction times as quickly as ...
0
votes
1answer
320 views
Make continuos movements with controllers in LibGDX
I've been trying to make the OUYA controlers work with a LibGDX Framework Practice Game.
Everything is working perfectly expected for one thing : The movements are not continuos.
The problem is, ...
-2
votes
1answer
232 views
Joystick control for camera only works when button pressed
I'm trying to use a controller that has a joystick. I'd like to move the camera when the player moves the joystick. The joystick also has a button. So far I'm only seeing the camera move when the ...
6
votes
1answer
547 views
How can I rumble/vibrate my controller with libGDX?
The com.badlogic.gdx.controllers.Controllers API only supports getting the input data (which works fine).
Is there a way to make my controller rumble/vibrate, possibly using some other classes?
I ...
0
votes
1answer
587 views
Automatic Movement
I am making my very first GAME in Unity 2d. At the moment my game consists of 2 walls a floor, a ceiling, and a square which represents the character. After watching some tutorials I have created a C# ...
0
votes
1answer
772 views
Does libGDX support the Xbox One controller?
I just bought a Xbox one controller and i'd like to test my game with it. I use the Controllers extension from libGDX and it works fine, at least with my PS3 controller.
I get some weird results when ...
2
votes
1answer
857 views
How can I use imprecise accelerometer data for controls?
I want to rotate an object with respect to the phone's position. I use the accelerometer output to detect orientation:
float roll = Gdx.input.getRoll();
float pitch = Gdx.input.getPitch();
float ...
0
votes
1answer
833 views
Change players state and controls in-game
I'm using Unity 3D
Let's say the player is an ice cube. You control it like a normal player. On press of a button, ice transforms (with animation) into water. You control it completely different than ...
5
votes
0answers
238 views
LibGDX controllers: how to fix crashes in JRuby? [closed]
I'm using JRuby with LibGDX and it's been going quite swimmingly, save for a crash I experience every time I try to use the controllers extension.
Here's a basic rundown:
I've required all the ...
1
vote
1answer
2k views
Handling XBox 360 Controller Connections in LibGDX after Game has Started
I am currently making a game with the java library LibGDX and want to add XBox 360 controller support using the GDX-Controllers extension. At the moment I have a setup where I create a listener to ...
0
votes
1answer
305 views
Gyroscope handset (e.g. mobile phone): Method to control player using Gyroscope
I am using gyroscope data (pitch, rool) to move the player space ship. It works perfectly until you play in a standard position (e.g. sitting down). Once you start using it lying (e.g. in the bed) the ...
0
votes
1answer
347 views
Xna menu navigation with controller
I have a menu that you can navigate with the keyboard, but I also want it so you can navigate it with the controller thumb sticks. But my problem is that if you push down or up on the thumb sticks it ...
10
votes
1answer
3k views
Can I use Playstation controller button icons in my game?
I'm currently working on a game that will be released on PC with controller support, and I'm trying to find a way on how to best represent controller icons within the game.
I'm assuming I can't ...
1
vote
1answer
135 views
Designing a four-directional movement control
I'm developing an RPG for iOS. Currently, I plan my controls to look like this:
So the user can interact with objects, people, etc. by tapping on the right side of the screen, and moves by swiping in ...
1
vote
1answer
1k views
Android Action_Move when moving between specific screen areas
OK so I know how to iterate through the different pointers that are currently touching the screen so I know what the coordinates are of these pointers using the following:
Code snippet
case ...
4
votes
3answers
18k views
Java - Best Implementation KeyListener For Games
I am working on a game using only the swing and awt packages. Note I can only use the default Java libs. Meaning I have to use KeyListener. I have imported KeyListener properly, however, it is still ...
2
votes
0answers
903 views
3 Button Multi-touch for Android
OK, my multi-touch system was somewhat convoluted, but was working perfectly OK until I tried to run my game on my Nexus 10 which is running Jellybean.
Crashing all over the place! So I removed my ...
-1
votes
1answer
143 views
Your mobile device as controller for webapps [closed]
I'm creating a multiplayer game just for fun and exploring different techniques like isometric games, node.js and socket.io.
The point is that I've tried to make an alternative approach on ...
2
votes
2answers
1k views
Supporting Controllers on Mac
I'm currently developing a small, cross-platform game for Windows/OSX. I have XInput support working correctly on the Windows version. I've left off Mac controller support until now and I'm struggling ...
3
votes
1answer
230 views
GUI device for throwing a ball
The hero has a ball, which shall be thrown with accuracy in a court on iPhone/iPad. The player is seen from above, in a 2D view. In game play, the player reach is between 1/15 and 1/6 of the height of ...
3
votes
2answers
211 views
Is there a expected set of button mappings games commonly use?
I am making a game that will support a XBox 360 controller but I would like to try and keep the default button mappings to be what is expected from a user's past history from playing other games. Is ...
0
votes
1answer
113 views
Menu selection wont stay on selected option
My Menu has a START and a QUIT option. I'm using a controller's D-PAD for selection. The game begins with START highlighted. When I push the down button on the D-PAD, it highlights the QUIT option. ...
1
vote
0answers
537 views
How do you program the right analog stick of a controller in JInput?
I have the Left Analog Stick programmed and accepting input (moving a character around). (getCompassDir() returns the values of the cardinal directions and NONE means the stick isn't touched):
// ...
3
votes
5answers
719 views
Why four buttons rather than two?
I'm curious that most console controllers released these days - and all handheld consoles - contain four main buttons rather than two. Obviously increases in processing power, graphics engines etc, ...
0
votes
1answer
1k views
Trouble programming JInput for game controller
Due to lack of reasonable documentation, I have not been able to program inputs for using a game controller. The most I have ever found was how to detect if a controller is found and what it's name is....
1
vote
2answers
2k views
Action button: only true once per press
I'm using SFML2.0 and am trying to make a wrapper class for my controller/joystick.
I read all the input data from my controller and send it off to my controllable object.
I want to have two types of ...
0
votes
1answer
469 views
Is there an SDK to write console apps to simulate an Xbox 360 controller?
Is there any SDK I can use to write a console app that can connect to an Xbox 360 as a controller and simulate controller interaction?
2
votes
2answers
6k views
On screen controller for libgdx games?
Does anyone know a better controller for 2D Games than a virtual on screen joystick? The pros of the joystick are:
Easy to implement for developers
Familiar interface for users
But there is a huge ...
3
votes
1answer
1k views
Recommended Polling Rate
I'm using the XInput API to support gamepads. As XInput is not event-driven, but requires polling, my question is, what is the recommended polling rate (ms) for gamepads or specific, the XBOX 360 ...