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2issues: Xbox Controller axis returns value that's constantly changing and a build problem.
two issues: even if I keep joystick (left/right analog stick, left/right trigger) still (for example right trigger pressed to the max) the value that's returned keeps shifting. It makes a difference (when it's multiplied by hundreds or thousands, as I need it) cause it makes the controlled object twitch. should that be normal? that, even if the Trigger is pressed down, it returns shifting values?
another thing is I have a build problem.
previous version of the script was making the character respond to buttons. after that, I changed the script and started to play around with axis. triggers, analog sticks. if I run it in editor, it's fine, but if I make a build, it always gives me the game which responds to buttons - not analog sticks/triggers. I'm sure there isn't any button-code around anymore. Any ideas what's going on?
I assume that you might want to change the sensitivity and dead values a bit for using it for $$anonymous$$ilometers ins$$anonymous$$d of meters. The triggers are mapped from 0 to 1 as I read somewhere.
thanks alexnode, unfortunately, dead and sensitivity seems to be responsible for other behaviours. I played around with it already, doesn't change the fact that if I press completely down and hold, the values are still constantly changing.
This should really have been split into 2 questions as per the FAQ. Could you provide more details about your build problem? Errors? Warnings? $$anonymous$$aybe some code (particularly how you are retrieving input)? Did you clear out the button inputs on the axes/buttons that you are getting input from to not take input from the buttons that you don't want in the Input $$anonymous$$anager? Without more information about the build problem, all I (and most people probably) can do is guess.
Answer by jonas-echterhoff · Aug 19, 2010 at 02:35 PM
What kind of change in the values are you seeing? It is very common for joysticks to report slightly varying values for analogue inputs - and you should design your game with some tolerance for that in mind.
Answer by dot 1 · Aug 19, 2010 at 03:19 PM
Owww! Switching to FixedUpdate from Update fixed the jerkiness. I should have thought about it, as it's physical simulation.
it doesn't explain the fail builds though. Any take on that? Hopefully it's something as silly as that as well.
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