View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0010190 | Valley 2 | Bug - Gameplay | Dec 29, 2012 6:25 pm | Jan 10, 2013 12:01 pm | |
Reporter | Itchykobu | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.706 | ||||
Fixed in Version | 0.713 | ||||
Summary | 0010190: Can't map every action to every button | ||||
Description | Testing this out with a Xbox 360 Gamepad. Trying to map "Move Left" to either D-Pad left or Analog Left fails (the game doesn't seem to recognize I'm hitting a button), but if I hit 'B' it recognizes it. Also, trying to map attacks to 'LT' or 'RT' does not seem to work. Note: Can map d-pad to 'Gamepad/Mouse Axis', but cannot map to 'Gamepad Key' | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
related to | 0010112 | resolved | Chris_McElligottPark | Gamepad buttons are completely unorthodox and cannot be remapped comfortably |
related to | 0010191 | resolved | Chris_McElligottPark | Storm dash with analog stick |
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Gamepad/Mouse Axis in the keybindings refers to the D-Pad and Analogue Sticks (at least on a 360 controller) For buttons, use Gamepad Key. For the sticks/D-Pad, use Gamepad/Mouse Axis. |
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Is there a solution to map to both d-pad and analog? For the most part, I want movement on the analog stick, as I have a spell mapped to pushing in the analog stick. However, I need the dpad mapping for the storm dash problem. Judging by your note, it seems I can have one or the other? |
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Not at the moment. I also mentioned this in issue 10112: http://www.arcengames.com/mantisbt/view.php?id=10112 > "Optimially, there should be 2 analog inputs so that the left analog joystick and D-Pad can be mapped identically." Should it be a different bug report? |
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I'm sorry, I'm not sure I understand. Are you saying you can't map movement to the stick? |
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The setting used to bind the d-pad is counter-intuitive. People think of the d-pad as a "button", not an "analog input", and so struggle when trying to map it. The triggers register the same way (as an analog input, when folks expect them to be buttons). |
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Sorry, really busy day so I haven't had time to follow up until now, and I have not had time to play more/provide a better example. To add to what zaaq just added as a note: what is counter-intuitive is that as a player I have to discern between different 'buckets' to map actions to. That is, there are 4 different options for key bindings, and some work as inputs in some cases, while others don't. The game clearly knows when I've hit 'analog right', and it knows when I've hit 'd-pad right'. These are mappable keys in 2 different instances. Why I have to deal with the concept of keyboard key vs gamepad type A key vs gamepad type B key is putting a lot of burden on me as the player to know what Type A and Type B are, as well as what combinations I can bind. Since the game knows analog R vs d-pad R, can we just do away with the bucket concept and say binding 1, binding 2, binding 3... and have a little extra back end logic to determine what the player has pressed? That might be outside of the scope of Unity's capabilities, so if it is, then maybe just close this issue now. Otherwise, as a player I don't care about mouse key, keyboard key, gamepad key, etc... I just want to bind a press of ______ to an action. |
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Thanks! * The gamepad button and gamepad axis settings section in the input bindings windows have been combined into one to prevent confusion. ** Now it checks for either a button or an axis input when you click the gamepad button panel, and then it switches to showing the axis and the axis noise canceling options only when you choose an axis. ** This should prevent all the confusion people were having with sometimes "not being able to map" certain buttons that were actually axes, etc. |
Date Modified | Username | Field | Change |
---|---|---|---|
Dec 29, 2012 6:25 pm | Itchykobu | New Issue | |
Dec 29, 2012 6:33 pm | Itchykobu | Description Updated | |
Dec 29, 2012 6:58 pm | isil | Note Added: 0029371 | |
Dec 29, 2012 10:17 pm | zaaq | Relationship added | related to 0010191 |
Dec 30, 2012 8:50 am | Itchykobu | Note Added: 0029391 | |
Dec 30, 2012 4:20 pm | zaaq | Note Added: 0029393 | |
Dec 30, 2012 4:21 pm | zaaq | Relationship added | related to 0010112 |
Jan 2, 2013 11:59 am | tigersfan | Note Added: 0029429 | |
Jan 2, 2013 12:00 pm | tigersfan | Internal Weight | => Discussion Only |
Jan 2, 2013 12:00 pm | tigersfan | Status | new => feedback |
Jan 2, 2013 6:51 pm | zaaq | Note Added: 0029446 | |
Jan 2, 2013 9:07 pm | Itchykobu | Note Added: 0029452 | |
Jan 2, 2013 9:07 pm | Itchykobu | Status | feedback => new |
Jan 3, 2013 8:30 am | tigersfan | Internal Weight | Discussion Only => Feature Suggestion |
Jan 3, 2013 8:30 am | tigersfan | Status | new => considering |
Jan 10, 2013 12:01 pm | Chris_McElligottPark | Note Added: 0029711 | |
Jan 10, 2013 12:01 pm | Chris_McElligottPark | Status | considering => resolved |
Jan 10, 2013 12:01 pm | Chris_McElligottPark | Fixed in Version | => 0.713 |
Jan 10, 2013 12:01 pm | Chris_McElligottPark | Resolution | open => fixed |
Jan 10, 2013 12:01 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |