- Home /
Change Input Axis Dead Zone through Script?
Is there anyway to modify an Axis Dead Zone at Runtime?
In my game (www.shovsoft.com/lunarflight) I have the deadzone at 0.3 this is because I support XBox 360 controllers which can have very sloppy sticks due to wear.
Unfortunately this means more sophisticated controllers(HOTAS) with their own profiling software end up with a large Dead Zone which they cannot override.
I want to add the ability to modify the setting in game.
It doesn't seem to be possible to access the data in the default Input Manager so I can iterate through the Axes list and change the values at runtime.
Answer by Eric5h5 · Mar 01, 2011 at 02:05 AM
Unfortunately not; voting here couldn't hurt.
Thanks for the link, just voted 3. When I come across that issue I couldn't believe that it's not possible. I think i almost spent 3 days on research just to verify it's really true.
Decided I'm going to write my own Deadzone code and filter raw input and just set the ones in the default input manager to 0.
Answer by sh0v0r · May 03, 2011 at 06:43 AM
I wrote my own Deadzone Manager code and filter raw input and just set the ones in the default input manager to 0.
It appears that deadzones set to 0 in the input manager still has deadzones, which you can tell the controller locks/snaps to. Is there something I am missing?
Your answer
Follow this Question
Related Questions
Distribute terrain in zones 3 Answers
FPS Deadzone aim 0 Answers
Help In Making a SphereCast for 3D Tire! Working RayCast Script included! 0 Answers
how to move an object in 4 directions by tilting device when not parallel to the ground 0 Answers
Unity3d And Glovepie/PPJoy Virtual Joystick emulator 0 Answers