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Joystick input is being constrained to quadrant IV on its input axis
I'm using a Thrustmaster USB Flight Controller for input, and it gives extraneous input unless the joystick is pointing towards quadrant IV of it's axes, in which case it has a full range of motion, where the center of the quadrant is (0, 0), and the four edges correspond to the four directions (x=0 becomes x=-1, x=1 stays the same, y=0 becomes y=1, and y=-1 stays the same). When the controller is pointing in any other direction, it only gives -1 or 1 for numbers, both on GetAxis() and GetAxisRaw(). Is there a way to fix this within unity, or is it a problem with the controller itself?
Answer by TomArano_Dimenco · Jun 30, 2020 at 08:25 AM
im not on my own pc atm (work) else i would test my own flight stick.. did u look at the windows settings? u can test/visualize the inputs there.
https://www.howtogeek.com/241421/how-to-calibrate-your-gaming-controller-in-windows-10/
I just checked that, according to windows it's perfectly calibrated, but still doesn't work in unity
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