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Menu navigation reactivity

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

Hugo

Hugo

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.
Menu navigation reactivity 010

Have a good one cat

http://hugovalery.wix.com/portfolio2014

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

Salim

Salim
Admin

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)

http://flyingcarpetsgames.com

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

Hugo

Hugo

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?

http://hugovalery.wix.com/portfolio2014

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

Salim

Salim
Admin

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

http://flyingcarpetsgames.com

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