Input Manager - prevent keyboard keys mapping to Xbox controller buttons
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Hi,
I am working on the game which should be controlled with keyboard as well with a joystick. I am testing the game with my Xbox 360 controller and I defined one axis like this:
111481-mapping.png

Now I am able to fill the FireBeam axis with space on keyboard and also with A button on my controller, but the problem is that space is also mapped on B controller button by default. The result is that I can fire with both A and B buttons, which is something I don´t really want (B button will have another functionality later).

Is there some easy way to prevent default keyboard-controller mapping, or should I figure out more advanced solution through scripting? Thanks for your answers!

Papeterie answered 19/2 at 15:12 Comment(0)
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Ok, so I´ve found the answer - the problem was with Steam client running in the background - if you are running Steam and your controller is connected to the PC, it maps kontroller keys to keyboard keys by default - my problem was caused by this, haha.

After switching the Steam off, everything is ok

Papeterie answered 19/2 at 15:6 Comment(3)

I know is been 5 years, but dude i spent to many time trying to understand whytf was this happening, ty very much.

Launcher

The Start function is not called at all by the duplicate. The Update function is called tho. I don't see any error and the references are all set correct. activeCharacter is initialized in the Start function of the keepCharacter. I even tried to put the script on a cube and reference my objects but it doesn't call the Start function.

Zygapophysis

Thank you. You saved my day!!

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