![]() The bindings produce the correct Action values when swapped. My testing using the Rewired/Extras/ControlMapper/Examples/ControlMapperDemo scene shows the Swap functionality working exactly as expected. After that point, what happens is outside the responsibility of the input system.Ĭlick to expand.I will need to see a complete example of this to be able to understand what is happening. The game should implement permission and state management systems that evaluate user input and then change states. ![]() The Action “Jump” does not designate “Player is jumping,” but rather “The user wants to jump.”.They should not be confused with or used as game states or actions. All “Actions” in Rewired are actually “Input Actions” and should not be used for any other purpose than to get information about the user’s intent.Rewired’s sole purpose is to read user input.This is not what Rewired was designed for and not how it is intended to be used. It is common for Rewired's Action system to be used in an unintended manner as an integral part of or in place of a separate game state management system. It's important to recognize the boundary between input and gameplay logic as noted on the Actions page of the documentation: Such a sensitivity option should be handled in the game code instead of the input system. Lowering the percentage dampens steering input at higher speeds." That option is dependent upon the speed the car is currently traveling which is a gameplay concern. For example: "Speed Sensitivity: at 100% the car reacts to steering input the same at higher speeds as it does at lower. Some of the sensitivity options shown in the Assetto Corsa link are gameplay-related sensitivities, not strictly input-related, and therefore shouldn't be handled by the input system. Your gameplay logic would consume this value instead of the Rewired Action directly. WheelAxis does not represent a input Action value coming from and managed by the input system, but an in-game value that is fully managed by your script, and therefore you can process, clear, or do whatever you want to it outside of the input system. This is an amazing asset, which allowed me to use custom controllers in no time at all. Have you considered adding this functionality in some near future? If not, do you have any suggestions on how to implement it?ĭidn't want to sound rude or anything. And this is a link to Assetto Corsa forum, where setting Steering Speed correspond to Joystick Sensitivity. Sensitivity setting is exactly the thing I'm speaking of. Here is a link to a thread on official Warthunder game forum, explaining controller settings. And all these things already being calculated somewhere internal, meaning it wouldn't be efficient at all. If i'm to do so on my own, I should get into consideration deadzone, curve, zero and ranges. ![]() I need to be able to manipulate values from joystick axis the same way digital sensitivity/gravity does. ![]() ![]() But isn't it a different concept from digital axis sensitivity? If so you can't apply uniform approach for both digitial and joystick axes in your controller script. Your suggestion is to use Sensitivity Curve property of Axis. I've searched this thread for possible questions about joystick axis sensitivity and found a few. What was the logic behind naming this property a sensitivity? Shouldn't it be called Multiplier? But Joystick Axis Sensitivity is a multiplier. In the documentation about Input Behavior it is stated that Digital Axis Gravity and Digital Axis Sensitivity is a speed towards value, which corresponds to the common concept of axis sensitivity. I'm a bit confused about joystick axis sensitivity. ![]()
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