![]() ![]() You are now entering an area that is going to require you know exactly what element identifier ids correspond to on every single device because you can't just say "ignore the sticks" without knowing what is a stick and what isn't. The developer can also set per-application defaults for this setting also. If you're using Steam, it's enabled with no action from you required. You can't prevent your users from enabling this feature. They hook the Windows input DLLs and substitute their own information, exposing a virtual device to the application with the modifications the user made. This is how Steam allows users to rebind controls, use remote play, and a bunch of other stuff. This puts Steam in full control over the device. If they do so, Steam will hide the real device from the application and expose a virtual Steam-configured version of the device through Raw Input, Direct Input, and XInput. The user can choose to make Steam "configure" the device. This is outdated as Steam has changed their terminology and settings many times since I wrote this, but the basic concept still applies. You won't get this information from controller.Templates. It looks like what you are trying to do is identify the specific controller, not the Template. If Steam's replacement XInput device returns a value for it, it may work, but vanilla XInput without Steam in the mix won't.Ī Template in Rewired refers to a device that matches a specific profile like Gamepad or Racing Wheel. There is no way to get any further information about the controller because of limitations of XInput.Īs for mapping the Guide button, while the Guide button corresponds to Center 3 on the Gamepad Template, the button will never return any value when using XInput. This is impossible because you are using XInput.Īll XInput-compatible gamepads are treated as Xbox 360 Controllers on Windows Standalone when Use XInput is enabled. ![]() It seems like you are trying to determine that this controller is an Xbox One controller and not an Xbox 360 Controller. You have to identify the joystick by Guid:īut that will not give you the information you're looking for either. A Template in Rewired refers to a device that matches a specific profile like Gamepad or Racing Wheel. The version of Rewired that is installed can be seen from the menu Window -> Rewired -> Help -> About, provided it is able to compile the editor assembly.Īdditionally, if you are using ASMDEF files in your project, you have to manually manage all assemblies generated from scripts in Rewired and its addons / plugins:Ĭlick to expand. This has happened before and it would have to be fixed by Unity at the webserver level. If it still persists, then that means the Unity Asset Store is serving the wrong Unitypackage for the editor you are using. ![]() Manually delete the Unity download cache again: If the problem persists, then it is definitely downloading the wrong version of Rewired for the version of Unity you are using. Click to expand.You may have multiple copies of Rewired in your project. ![]()
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