Impulse
InputManager
Impulse | InputManager | |
---|---|---|
2 | 8 | |
9 | 584 | |
- | - | |
0.0 | 0.0 | |
almost 3 years ago | about 3 years ago | |
C# | C# | |
MIT License | GNU General Public License v3.0 or later |
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Impulse
- Configuring Xbox One Impulse Triggers with Dolphin?
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Steam Client Beta Update - January 5th, 2021 update adds Extended Support for Xbox Controllers and Wooting Two keyboard support.
I assume /u/VersadoEmBobagem is using this this dll.
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.
What are some alternatives?
TextToTalk - Chat TTS plugin for Dalamud. Has support for triggers/exclusions, several TTS providers, and more!
ParticleEffectForUGUI - Render particle effect in UnityUI(uGUI). Maskable, sortable, and no extra Camera/RenderTexture/Canvas.
Laraue.EfCoreTriggers - Library to write triggers in C# with EF.Core
AssetStudio - AssetStudio is a tool for exploring, extracting and exporting assets and assetbundles.
XOutput - DirectInput to XInput wrapper
UniSense - The Unity extension for DualSense controller
GPSaveConverter - Utility to transfer save files between the games installed from the Xbox app and other storefronts. https://ko-fi.com/fr33dan
UIEffect - UIEffect is an effect component for uGUI element in Unity. Let's decorate your UI with effects!
BetterJoyForCemu - Allows the Nintendo Switch Pro Controller, Joycons and SNES controller to be used with CEMU, Citra, Dolphin, Yuzu and as generic XInput [Moved to: https://github.com/Davidobot/BetterJoy]
Steamworks.NET-Test - Test project for Steamworks.NET
BetterJoy - Allows the Nintendo Switch Pro Controller, Joycons and SNES controller to be used with CEMU, Citra, Dolphin, Yuzu and as generic XInput
SDL_GameControllerDB - A community sourced database of game controller mappings to be used with SDL2 Game Controller functionality