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I thought I fixed it, because gamepad worked all of once, but once I stopped and started my game in editor, the gamepad stopped working again. I suppose that when you create the UI Text objects, you are adding to them a RectTransform component, just like I answered you here: How to dynamically create an UI text Object in Unity 5. Probably related: I'm getting a bajillion "Callback dispatcher is not initialized" errors when I run my game in-editor, and google has been useless at pointing me in the direction of how to fix those.Įdit: The bajillion errors stopped after I restarted Unity, but I still can't use gamepad in-editor anymore. Seems input capability is tied to the overlay, which I can't seem to get working in Unity, meaning I won't be able to debug in Unity with the gamepad? Everybody and their dog online says "Just put your appid in the steam_appid.txt file", but that literally accomplishes nothing for me in editor, and actively un-accomplishes gamepad support with the built executable. Upon adding the Steamworks API and setting up the default "Generic Gamepad" Steam Input on my app page, the only way I can use a gamepad anymore is through the Steam build, or if I build an exe and don't have the steam_appid.txt file in my build folder. For this to work, we can set the ActionType for the InputAction as Button with no interactions. Each Action has a name (InputAction.name), which must be unique within the Action Map that the Action belongs to, if any (see InputAction.actionMap).Each Action also has a unique ID (InputAction. For more information about Bindings and how to use them, see Action Bindings. I'm having the opposite problem of people above. Actions use InputBinding to refer to the inputs they collect. But once I stop and start the game again in Unity, it stops working again. The only other thing I've noticed is if I completely close Unity and kill the Steam process (Since my game never properly stops, even after closing Unity), then open both of them, then I can use my gamepad once. Kind of a ridiculous workaround, considering how allegedly 'easy' it is to fix for some people. Looks like I can regain gamepad control in Unity Editor if I just close Steam while I'm working. net 4, and that kind of worked - but only if I didn't build via BuildPipeline script but used the editor build panel (it generated identical builds except the GameAssembly was about half the size and caused those errors again). Fallback handler could not load library /Users/***/Contents/Frameworks/MonoEmbedRuntime/osx/InControlNativeįallback handler could not load library /Users/***/Contents/Frameworks/MonoEmbedRuntime/osx/libInControlNative.dylibįallback handler could not load library /Users/***/Contents/Frameworks/MonoEmbedRuntime/osx/libInControlNative.soįallback handler could not load library /Users/***/Contents/Frameworks/MonoEmbedRuntime/osx/libInControlNative.bundleįallback handler could not load library /Users/***/Contents/Frameworks/MonoEmbedRuntime/osx/libInControlNative And I discovered that at least in Unity 2018.4.2f1 you can't run a 32bit.
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