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Menu navigation reactivity

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1 Menu navigation reactivity on Fri Feb 26, 2016 5:48 pm

When using the controller, menu naviguation is sometimes inconsistant:
some naviguation input have no effect.

here is a video that demonstrate it, the gamepad image is a duplication of the exact inputs in real time.



here is a unity prototype attempt to fix this, mainly used the Input.GetAxisRaw method.



for more details here is a interesting part of the code of the level manager used.


Have a good one cat

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2 Re: Menu navigation reactivity on Fri Mar 18, 2016 12:14 pm

Salim

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Unfortunately, we are using the new UI system so I can't use that code. I tried to change the variables a little bit like stated in this post but the result are not really improved. I'll try to look into it more later.

Also, we need to test the dead zone issue with the Xbox One controller; I think I fixed it in 0.013, but I'm not sure.

UPDATE: The issue seems to be fixed in Unity 5 but I could find a fix for Unity 4: http://answers.unity3d.com/questions/1079602/ui-navigation-with-gamepad.html



Last edited by Salim on Tue Mar 22, 2016 2:14 pm; edited 1 time in total (Reason for editing : Found a fix)

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3 Re: Menu navigation reactivity on Tue Mar 22, 2016 4:21 pm

dead zone issue is fixed in 0.013.
Nice fix, I almost forgot we were using unity 4, is it implemented in the 0.013?

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4 Re: Menu navigation reactivity on Wed Mar 23, 2016 7:47 am

Salim

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Hugo wrote:dead zone issue is fixed in 0.013.
Nice fix, I almost forgot we were using unity 4, is it implemented in the 0.013?

The issue is fixed in 0.014 only. Thank you Smile

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