- #How to use the gamepad on the binding isaac eternal edition how to
- #How to use the gamepad on the binding isaac eternal edition update
Public class Tutorial_GrapplingGun : MonoBehaviour
#How to use the gamepad on the binding isaac eternal edition how to
Hi im making a 2d platformer game and i want a grappling hook in the game i know how to make a grappling hook for a mouse and keyboard but how to use right stick on gamepad like `Input.mousePosition` please help me. It wants to flow/navigate there and I cant get rid of this "ghost" object.īut I also can't navigate there at all, it just doesn't do anything when I try to navigate to it. The system for some reason thinks there is "something" between the credits and exit game button after the toggle. This is what it looks like *before* I toggle the gameobject hierarchy off/on. This seems to be a unity bug but i can't find anything by googling the issue apart from one 5 year old thread with 0 replies Usually this has worked so far, but when i manually deactivate gameobjects containing selectables (hierarchies of them to be precise) to switch menu branches on/off, the system sometimes gets bugged out. I can't manually link stuff because it's not even there yet in editor mode. So, we're using the Unity UI 'automatic' navigation for all menus because we populate the menus by code. Private void UpdateRunningInput(InputAction.CallbackContext i) My question: Is there a better way to register a ButtonUp-event on a gamepad or do I need to think of a weird workaround?
I checked the input value via ReadValue - that value still changes, but the phase doesn't. There is no "canceled"-phase and the action gets stuck in an eternal "performed"-phase. But as soon as I connect my Xbox-Controller, things stop working. This approach works really well when I'm *only* using a keyboard - no additional input devices connected. If the action was canceled (button released) value = false If the action was performed (button held for the minimum amount of time) => value = true
#How to use the gamepad on the binding isaac eternal edition update
I want to update a value depending on the phase of the action. This "Run"-action has a **"Hold"-interaction** so that it only registers as performed after a short amount of time. My problem is as follows: I currently have an action map setup with a **"Run"-action, "Button"-type**.