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Rewired unity forums
Rewired unity forums




rewired unity forums

By definition, Rewired Input Manager data consts of default configurations created by the developer at edit time, not live run time data. ReInput mapping gives you read-only access to mapping-related data defined in the Rewired Editor stored in the Rewired Input Manager. You are using a function in ReInput.mapping. ReInput.mapping - Controller Map, Action, Input Behavior and other data in the Rewired Input Manager.

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If it's getting stuck, it's Cinemachine or some other script on your camera doing it.ĭebug Information: How to find the source of the problem:Ĭlick to expand.You need to understand the structure of Rewired's classes: The Cinemachine script interprets that input and moves the camera. Whether or not the camera gets stuck has nothing to do with Rewired.If you have Controller Maps for your character movement that need to be disabled when using Cinemachine, you have to manage that as usual. It does not do any automatic management of Controller Maps or anything else. The Cinemachine bridge does absolutely nothing but pipe input into Cinemachine from Rewired instead of UnityEngine.Input.If your character movement script is even using Rewired, it's probably getting input from some other Action that is not shown in those pictures, and it's very likely that Action is also bound to Up/Down Arrow. It's getting input somehow, but I have no information on that. That's entirely dependent on whatever script you're using to move your character. Whether or not your character moves has nothing to do with the Cinemachine controls.

rewired unity forums

The camera is moving when you press Up/Down Arrow as you stated.You assigned "Mouse X" to Left/Right and "Mouse Y" to Up/Down Arrow.If it weren't, your camera wouldn't be moving. I really appreciate anyone who maybe able to point me in the right directions.Ĭlick to expand.Sounds to me like it's working. When I go back to player 1 gamepad it controls both player 1 and player 2's ships.Īm I missing something or am I going about this the wrong way. When I press Start it instantiates my player 1 ship and I can control it, when I press start on the second gamepad it instantiates my player 2 ship but I cannot control it from the player 2 gamepad. Now my problem comes when I try this in my own game, I've copied the "PressToJoinGame" script and added the line "private Rewired.Player player " to my PlayerShip controller script. This works perfectly although it may a complete fluke as I'm very much a novice. I quickly got this to work using your example and deleting the players from the scene and creating prefabs of them and by simply adding a public GameObject list for the prefabs then added "Instantiate(playerShips)" just before the line "playerMap.Add(new PlayerMap(rewiredPlayerId, gamePlayerId))".

rewired unity forums

this can be done up to four times for a four player split screen game. I was using Unity's new input system but ran into al sorts of issues and with it being quite a new package its support isn't great yet.Īnyway the way my game works is a player picks up a gamepad and presses start then a Prefab player will be instantiated in there start area, again the next player presses start and the screen will split up for a two player game and again the player 2 prefab will be instantiated in to there start area. Started messing with the "PressStartToJoin" example as I have a 4 player split screen game Im developing. Hi Guavaman, purchased your asset the other day and currently just getting my head around it.






Rewired unity forums