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Disable Input Manager Deadzone
Can you disable the deadzone in Unity's Input Manager?
What would be better still, is to access the input (that Input Manager reads) directly, without having to go through Input Manager at all.
It appears setting the deadzone of gamepad input in the Input Manager, by setting "Dead" to "0" does not work. The axis still lock/snap when near the deadzone, and unfortunately do so in the wrong way, where the axis are snapped independent of each other, which causing locking to the 12, 3, 9, 6 directions: http://www.third-helix.com/2013/04/12/doing-thumbstick-dead-zones-right.html
I blogged about this issue (with a solution) in XNA years ago: http://xona.com/2010/05/03.html
Is there any solution for this in Unity?
Answer by Xonatron · Jan 27, 2018 at 10:50 PM
Figured it out. The deadzones being set to 0 is the answer, it was the third part afterglow controller that has built in deadzones that were throwing me off. This is not the first time I have run into this, and yet again learning the same lesson over again.
I know this is an old post but I was having somewhat similar problems. I was trying to map a throttle joystick/controller and it was snapping at 50%. I had to set the default $$anonymous$$ to 0 and the default max to 1 and that got rid if the deadzone snap. Hope this helps anyone who might be experiencing the same issues.
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