![]() I bought the HOTAS so I could fly in Squad but it is proving to be more challenging than I though.Īny help you can give would be greatly appreciated. I have spent at least 10 hours trying not to bother everyone but I am at a loss to the point, I am giving up on Squad and looking at my other games. once I touch my HOTAS throttle, the "w" and "s" no longer function at all. When I open the game and use "w" and "s" they work as designed but as soon as I slide my throttle forward on the HOTAS, I get nothing until it slams to 100% even though, in the settings control section, I can see it gradually increase as it is supposed to. The behavior of the controls on these virtual devices is determined using ControllerMate's. Virtual Joystick Behaves like a standard joystick. Virtual Mouse Controls the position of the cursor on the screen using absolute coordinates. I have VJOY being seen and hiding the HOTAS with Hide/Hide.įirst off, my collective is 100% or zero. Virtual Mouse Controls the position of the cursor on the screen using relative mouse movements. I have viewed them work in Gremlin's "input viewer" and I see them move in Squad Helo setup. ![]() slides and joystick movements in Gremlin. I have a Logitec X-56 HOTAS, I have downloaded VJoy and have programmed my buttons. Simple moving example: public RigidBody rigidbody (I suggest using physics for moving, instead of modifying its position) IMPORTANT: The code above should be called in the Update cycle, since that is where you get the input information.Īfter this, you can work with moveDirection to move your player. Vector3 inputDirection = new Vector3(inputX, 0, inputY) Here's a quick example: //Get the input direction Or in other words, rotate the input direction based on the camera You can solve this problem by "locking it to the camera", Static in direction, meaning that it doesn't rely on the camera's faceĭirection. Now, your problem is, that this angle you get from your raw input is Mind, that I just put up some random values there, but you get the idea. Maps one or more physical joysticks to one (or more) virtual joystick. This actually determines the direction itself, since the horizontal axis gives you the X coordinate of a vector and the vertical gives you the Y coordinate of that vector. Both axis input value should be between -1 and 1. At least this is how I did it, and it seems to work ever since.įirst, you need to get the joystick input, like you did. Well, here is a simple idea for how to solve it. Transform.position += new Vector3(newDir.x, 0f,newDir.z) * speed * ltaTime I tried this in the update loop - var Direction = transform.position += new Vector3(xMovement, 0f,zMovement) //* speed * ltaTime Vector3 moveDirection = Quaternion.Euler(0, cameraAngle, 0) * inputDirection ![]() Finally rotate the input direction horizontally by the cameraAngle Get the angle between world forward and cameraįloat cameraAngle = Vector3.SignedAngle(Vector3.forward, faceDirection, Vector3.up) Vector3 faceDirection = new Vector3(, 0, ) This article discusses how the Arduino Leonardo and the Arduino Micro can also appear as one or more generic Game Controllers or Joysticks. Vector3 inputDirection = new Vector3(xMovement, 0, zMovement) Out of the box the Arduino Leonardo and the Arduino Micro appear to the host computer as a generic keyboard and mouse. Start is called before the first frame update I realise I need to rotate my movement around the forward direction the camera is facing which I tried to do with the bottom snippet of code however this yields really strange behavior when the player object moves incredibly fast and eventually unity becomes unresponsive, so something is being incorrectly multiplied I guess.Ĭould anybody point out where I'm going wrong please? ta !Įdit - Modified to potential answer using System.Collections The problem I have is when I rotate the camera within game mode (or device) the direction is not adjusted according to the cameras rotation, exactly like is shown in this post here that I looked through to try and understand the problem. I have a virtual movement joystick that I'm using to control the movement of a player object which works fine, the code for this is below. ![]()
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