InputManager
SDL_GameControllerDB
InputManager | SDL_GameControllerDB | |
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8 | 35 | |
583 | 1,246 | |
- | 2.2% | |
0.0 | 8.5 | |
almost 3 years ago | 5 days ago | |
C# | Python | |
GNU General Public License v3.0 or later | zlib License |
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InputManager
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Input fields and Steam gamepad support with Unity game
In my last project we used daemon3000/InputManager for rebinding with the old input system. Worked well, but it's been refactored heavily since the version we shipped with (now supports local multiplayer better I think).
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How hard is it to add Gamepad support for your game?
If you're using an engine, you should find a plugin that improves their gamepad support to handle gamepad mapping, switching, active detection. There's often free, open source solutions like InputManager for Unity, baton for love2d, etc.
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Do I need to add separate controls for xbox controller when I already have setup for gamepad? Whenever my button is detected it shows D-PAD[gamepad], D-PAD[xbox controller). I have only generic gamepad so I can't check if xbox controller will work with [gamepad] options.
I don't believe so, but i don't have much experience with this input system because i found it unintuitive. If you happen to give up on in too, I'm currently using this much easier alternative: https://github.com/daemon3000/InputManager/wiki/Getting-Started
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Need some help with some specifics for working with Inputs when most of the game logic will be done in FixedUpdate
For this project I am already making a VirtualJoystick object that will clean up inputs to be read by other parts of the program as well as store previous input states to be looked at later to help determine if the player has done things like double tapped a button or done a particular motion input. I will also be using a custom input manager (possibly this guy) to allow players to reassign keys at run time as well as handle some specific needs of the project.
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Need to vent about unity's new input system
However, this whole system is annoying to work with, doesn't support multiple controllers well, and doesn't support runtime remapping so people have stuff like InputManager to work around it -- by generating input settings for every possible input (like joystick_1_button_3) and creating an API to map strings against those inputs (which can be changed at runtime).
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Why You Should Use the New Input System in Unity + Overview
Yeah, I use this open source one for runtime rebinding in the old input system. Although I'm on an older version that assumed single input and have made a bunch of changes.
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Best controls for switching weapons in a top down shooter
See this C# example (uses Unity but you could replace InputManager_Unity.cs with an implementation that queries engine api). Or here's one in lua.
SDL_GameControllerDB
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Interesting launcher but no DirectInput support is bad.
Already planned to be in next update. As long as your controller is recognized by SDL2 and has controller mappings available (or you make your own), it will work.
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How to figure out which controller someones using in Godot?
Godot uses the SDL2 game controller database
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Input 6 - Comprehensive cross-platform input manager - now in stable release
Input fixes GameMaker's bugs. In addition to keyboard and mouse fixes, Input uses the engine-agnostic SDL2 remapping system for gamepads. Because SDL2 integrates community contributions made over many years, it's rare to find a device that Input doesn't cover.
- Scrambled gamepad controls in Godot 3.5
- How to get the data format for RawInput of each controller?
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Anybody tried the Ultimate 2.4G on Raspberry Pi/Retropie? I used the Bluetooth version with mixed results.
The triggers are detected as buttons by default in some software (using d-input mode). Anything using the SDL2 community database shouldn't have this problem. I don't remember if RetroPie uses SDL2 or not. If not you might just need to edit a config file to rebind them to axes instead of buttons. I had to do this with Moonlight and linux Steam before the SDL database was updated.
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How to use a Stadia controller with bluetooth and SDL based games (Dead Cells, Bastion)
# taken from line 1451 of https://github.com/gabomdq/SDL_GameControllerDB/blob/master/gamecontrollerdb.txt
- Help needed testing exotic controllers
- Building a racing game, any steering wheel libraries out there?
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Xbox Controller buttons swapped - only in one game!!
I tried setting the SDL_GAMECONTROLLERCONFIG= from SDL game controller DB. Also tried remapping with jscal. Neither worked... and given that other games are recognizing it properly, I am puzzled.
What are some alternatives?
ParticleEffectForUGUI - Render particle effect in UnityUI(uGUI). Maskable, sortable, and no extra Camera/RenderTexture/Canvas.
DsHidMini - Virtual HID Mini-user-mode-driver for Sony DualShock 3 Controllers
AssetStudio - AssetStudio is a tool for exploring, extracting and exporting assets and assetbundles.
lutris-skyrimse-installers - An easy-to-use Mod Organizer 2 installer for Linux [Moved to: https://github.com/rockerbacon/modorganizer2-linux-installer]
UIEffect - UIEffect is an effect component for uGUI element in Unity. Let's decorate your UI with effects!
modorganizer2-linux-installer - An easy-to-use Mod Organizer 2 installer for Linux
Impulse - XInput rewritten using Windows.Gaming.Input API to support Xbox One impulse triggers
devilutionX - Diablo build for PS Vita
UniSense - The Unity extension for DualSense controller
devilutionX - Diablo build for modern operating systems
InputSystem - An efficient and versatile input system for Unity.
Input - Comprehensive cross-platform input for GameMaker