Abermore

Abermore

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d0x360 29 Mar, 2022 @ 4:49am
Controller support?
Specially xinput (Xbox one controller)?
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Showing 1-10 of 10 comments
fray 29 Mar, 2022 @ 5:04am 
my ds4 controller works but it's unplayable imo. there's no prompts on screen to show you what button is needed for what (shows keyboard prompts). looking around moves the mouse and the sensitivity is way too high, you can only lower it to 50% but it's still really wild movements for me. i tried my controller for awhile but found it caused motion sickness for me and i kept accidentally using things and doing the wrong thing cuz i had to guess what the prompt was. there's also no key rebinding (even for keyboard) or the ability to check what the keys are assigned to.
sean.campbell  [developer] 29 Mar, 2022 @ 5:12am 
Unfortunately, there is no controller support at the moment. Key rebindings will come in a patch soon which will hopefully help with your experience
Grimdaddy 29 Mar, 2022 @ 9:03am 
I too would like controller support, as I exclusively play in BP mode. Game looks excellent, I look forward to playing it one day!
CeltDrgn 29 Mar, 2022 @ 10:36am 
Yes, please, controller support. I also only play in Big Picture, and with Steam Deck coming out, there will only be more people playing with a controller! I would have already purchased this game today, if it had controller support.
Last edited by CeltDrgn; 29 Mar, 2022 @ 10:43am
⎝⧹Quirken⧸⎠ 29 Mar, 2022 @ 10:42am 
Yeah, I play games on a TV. Controller support is a must, even if it's just Steam Controller bindings that map to keyboard & mouse. I hate having to make those on my own.
MitchyD 30 Mar, 2022 @ 5:32am 
Originally posted by sean.campbell:
Unfortunately, there is no controller support at the moment. Key rebindings will come in a patch soon which will hopefully help with your experience

There's controller options in the settings but no controller support? Very odd.
d0x360 31 Mar, 2022 @ 12:10pm 
Originally posted by MitchyD:
Originally posted by sean.campbell:
Unfortunately, there is no controller support at the moment. Key rebindings will come in a patch soon which will hopefully help with your experience

There's controller options in the settings but no controller support? Very odd.

That is..very odd. I mean Unity supportts it by default. Anything directx does technically

Originally posted by sean.campbell:
Unfortunately, there is no controller support at the moment. Key rebindings will come in a patch soon which will hopefully help with your experience

hopefully you mean xinput, xbox one? This is a dx11 game yeah?
Last edited by d0x360; 31 Mar, 2022 @ 12:11pm
Sui 1 Apr, 2022 @ 8:19am 
Originally posted by d0x360:
Originally posted by MitchyD:

There's controller options in the settings but no controller support? Very odd.

That is..very odd. I mean Unity supportts it by default. Anything directx does technically

Not everything, no. And yes, Unity does support controllers by default but actually writing the code that works with both controllers and mouse and keyboard isn't entirely automated (especially if you want to have rebindable keys - unless you use a modern input system, which most developers are still not used to using) and it will (at least with original / default input system) cause issues with certain hardware. In the project where I am a programmer when we were crunching to get the demo out, we've had to disable it cause we had players complaining about being unable to stop moving, even though it was really their joysticks that were at fault and Unity was just processing the input it got from them. With a new input, there are thankfully some ways to suppress some of this input in some situations, but that is still days of work and testing, having to buy additional hardware etc., not to mention it requires writing it with a modern input system in the first place. So it's fair to assume the first thing that got an axe was controller support since it's not essential to make the game playable for most (but sadly not all) players :steamsad:
d0x360 3 Apr, 2022 @ 12:08am 
Originally posted by Suicide Machine:
Originally posted by d0x360:

That is..very odd. I mean Unity supportts it by default. Anything directx does technically

Not everything, no. And yes, Unity does support controllers by default but actually writing the code that works with both controllers and mouse and keyboard isn't entirely automated (especially if you want to have rebindable keys - unless you use a modern input system, which most developers are still not used to using) and it will (at least with original / default input system) cause issues with certain hardware. In the project where I am a programmer when we were crunching to get the demo out, we've had to disable it cause we had players complaining about being unable to stop moving, even though it was really their joysticks that were at fault and Unity was just processing the input it got from them. With a new input, there are thankfully some ways to suppress some of this input in some situations, but that is still days of work and testing, having to buy additional hardware etc., not to mention it requires writing it with a modern input system in the first place. So it's fair to assume the first thing that got an axe was controller support since it's not essential to make the game playable for most (but sadly not all) players :steamsad:

You don't need to write code. It's part of the API. That's the entire point. Enable xinput, set the bindings and it just works..

Also like I said above, if you want to tune the controls for your game it's literally just changing some values.

I used to be a dev so please don't tell me how it works. Especially when your explanation isn't even close. Players moving... Bud that's called setting the deadzone values which takes about 30 seconds
Last edited by d0x360; 3 Apr, 2022 @ 12:09am
Sui 3 Apr, 2022 @ 2:50am 
Originally posted by d0x360:
You don't need to write code. It's part of the API. That's the entire point. Enable xinput, set the bindings and it just works.

That's what I used to think when I was starting the work on the project. But ultimately in the most basic projects. The moment you start adding UI, inventory and more complex gameplay mechanics (god forbid - key rebinding) - this is no longer the case.

Originally posted by d0x360:
I used to be a dev so please don't tell me how it works. Especially when your explanation isn't even close. Players moving... Bud that's called setting the deadzone values which takes about 30 seconds

You can't deadzone a value if the input you're getting is literally 1.0. And that's what some devices write on-axis, totally ignoring the point of abstracting and standardizing that Xinput is supposed to provide. But a new Unity input system gives you some ways to recognize what they are.

Anyway, if you go back to a version of the game that has no key rebinding at least you get some input handled from gamepad buttons, although axis input doesn't work. The input declarations (the ones that you do in the Unity project settings) are identical between these builds (and from what I can tell, they do have the gamepad axis declared correctly in the Unity project settings), so while the gamepad support was already broken in the first release, it was further broken by the addition of key rebinding menu.
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