using Enum.Parse() and String.Format() at runtime isn't a good idea
your ButtonDown() and ButtonUp() methods don't work for X360 DPAD because that gets info from Axis
to fix that you would have to create a button state manager for each of the timel…
Time, after finally getting your examples working and understanding your code the best advice I can give to others is:
DO NOT USE this code - use the existing Unity Input class
this Ouya SDK controller code is a productivity killer and a productiv…
From the SDK example code:
private Vector2 convertRawJoystickCoordinates(float x, float y, float deadzoneRadius)
{
Vector2 result = new Vector2(x, y); // a class with just two members, int x and int y
bool isInDeadzone = te…
You can see the bias to the right
I can create a dot just to the right of center with just a slight force to the right
But to create a dot just to the left of center I need a full 5mm displacement and maybe 50x more force
Playing Little Crane agai…
Let me clarify
when using JoystickTest.apk there are no gaps in the coverage
however I must deflect the thumbstick left by 5mm to register a movement away from origin
also the general coverage pattern of dots is offset to the right by ~10%
when pl…
Today I realised the deadzone only exists on movements to the left
up, down and right have no deadzone
but left needs around 5 mm of deflection to register
Can anybody else confirm this with JoystickTest.apk on a new controller?
NO! you did not read my post
I have a NEW controller - it doesn't have THAT problem
I have tested my controller using JoystickTest.apk and it is OK there are no gaps
But the NEW CONTROLLER is still unusable in games due to incorrect deadzone hand…
This is a great game
But on the OUYA with the new fixed controller there is a huge deadzone and then the axis value jumps from 0 to about 0.5
So the game is only playable if I make microscopic pressure adjustments on the thumbstick
Completing levels…
Unfortunately after testing with JoystickTest.apk
I realised I have the new "fixed" controller
But it is still unusable for playing games
This must be a software issue
There is a massive deadzone and then the axis values jump from 0 to about 0.5