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Question by sh0v0r · Mar 01, 2011 at 01:12 AM · inputzonedead

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.

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Answer by Eric5h5 · Mar 01, 2011 at 02:05 AM

Unfortunately not; voting here couldn't hurt.

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avatar image Bunny83 · Mar 01, 2011 at 02:44 AM 0
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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.

avatar image sh0v0r · Mar 01, 2011 at 07:08 AM 0
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3 votes from me!

avatar image sh0v0r · Mar 05, 2011 at 10:41 AM 0
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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.

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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.

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avatar image Xonatron · Jan 27, 2018 at 09:54 PM 0
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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?

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