View Issue Details

IDProjectCategoryLast Update
0010190Valley 2Bug - GameplayJan 10, 2013 12:01 pm
ReporterItchykobu Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.706 
Fixed in Version0.713 
Summary0010190: Can't map every action to every button
DescriptionTesting this out with a Xbox 360 Gamepad. Trying to map "Move Left" to either D-Pad left or Analog Left fails (the game doesn't seem to recognize I'm hitting a button), but if I hit 'B' it recognizes it.

Also, trying to map attacks to 'LT' or 'RT' does not seem to work.

Note: Can map d-pad to 'Gamepad/Mouse Axis', but cannot map to 'Gamepad Key'
TagsNo tags attached.
Internal WeightFeature Suggestion

Relationships

related to 0010112 resolvedChris_McElligottPark Gamepad buttons are completely unorthodox and cannot be remapped comfortably 
related to 0010191 resolvedChris_McElligottPark Storm dash with analog stick 

Activities

isil

Dec 29, 2012 6:58 pm

reporter   ~0029371

Gamepad/Mouse Axis in the keybindings refers to the D-Pad and Analogue Sticks (at least on a 360 controller)

For buttons, use Gamepad Key. For the sticks/D-Pad, use Gamepad/Mouse Axis.

Itchykobu

Dec 30, 2012 8:50 am

reporter   ~0029391

Is there a solution to map to both d-pad and analog? For the most part, I want movement on the analog stick, as I have a spell mapped to pushing in the analog stick. However, I need the dpad mapping for the storm dash problem. Judging by your note, it seems I can have one or the other?

zaaq

Dec 30, 2012 4:20 pm

reporter   ~0029393

Not at the moment. I also mentioned this in issue 10112: http://www.arcengames.com/mantisbt/view.php?id=10112

> "Optimially, there should be 2 analog inputs so that the left analog joystick and D-Pad can be mapped identically."

Should it be a different bug report?

tigersfan

Jan 2, 2013 11:59 am

reporter   ~0029429

I'm sorry, I'm not sure I understand. Are you saying you can't map movement to the stick?

zaaq

Jan 2, 2013 6:51 pm

reporter   ~0029446

The setting used to bind the d-pad is counter-intuitive.

People think of the d-pad as a "button", not an "analog input", and so struggle when trying to map it. The triggers register the same way (as an analog input, when folks expect them to be buttons).

Itchykobu

Jan 2, 2013 9:07 pm

reporter   ~0029452

Sorry, really busy day so I haven't had time to follow up until now, and I have not had time to play more/provide a better example. To add to what zaaq just added as a note: what is counter-intuitive is that as a player I have to discern between different 'buckets' to map actions to. That is, there are 4 different options for key bindings, and some work as inputs in some cases, while others don't. The game clearly knows when I've hit 'analog right', and it knows when I've hit 'd-pad right'. These are mappable keys in 2 different instances. Why I have to deal with the concept of keyboard key vs gamepad type A key vs gamepad type B key is putting a lot of burden on me as the player to know what Type A and Type B are, as well as what combinations I can bind. Since the game knows analog R vs d-pad R, can we just do away with the bucket concept and say binding 1, binding 2, binding 3... and have a little extra back end logic to determine what the player has pressed? That might be outside of the scope of Unity's capabilities, so if it is, then maybe just close this issue now. Otherwise, as a player I don't care about mouse key, keyboard key, gamepad key, etc... I just want to bind a press of ______ to an action.

Chris_McElligottPark

Jan 10, 2013 12:01 pm

administrator   ~0029711

Thanks!

* The gamepad button and gamepad axis settings section in the input bindings windows have been combined into one to prevent confusion.
** Now it checks for either a button or an axis input when you click the gamepad button panel, and then it switches to showing the axis and the axis noise canceling options only when you choose an axis.
** This should prevent all the confusion people were having with sometimes "not being able to map" certain buttons that were actually axes, etc.

Issue History

Date Modified Username Field Change
Dec 29, 2012 6:25 pm Itchykobu New Issue
Dec 29, 2012 6:33 pm Itchykobu Description Updated
Dec 29, 2012 6:58 pm isil Note Added: 0029371
Dec 29, 2012 10:17 pm zaaq Relationship added related to 0010191
Dec 30, 2012 8:50 am Itchykobu Note Added: 0029391
Dec 30, 2012 4:20 pm zaaq Note Added: 0029393
Dec 30, 2012 4:21 pm zaaq Relationship added related to 0010112
Jan 2, 2013 11:59 am tigersfan Note Added: 0029429
Jan 2, 2013 12:00 pm tigersfan Internal Weight => Discussion Only
Jan 2, 2013 12:00 pm tigersfan Status new => feedback
Jan 2, 2013 6:51 pm zaaq Note Added: 0029446
Jan 2, 2013 9:07 pm Itchykobu Note Added: 0029452
Jan 2, 2013 9:07 pm Itchykobu Status feedback => new
Jan 3, 2013 8:30 am tigersfan Internal Weight Discussion Only => Feature Suggestion
Jan 3, 2013 8:30 am tigersfan Status new => considering
Jan 10, 2013 12:01 pm Chris_McElligottPark Note Added: 0029711
Jan 10, 2013 12:01 pm Chris_McElligottPark Status considering => resolved
Jan 10, 2013 12:01 pm Chris_McElligottPark Fixed in Version => 0.713
Jan 10, 2013 12:01 pm Chris_McElligottPark Resolution open => fixed
Jan 10, 2013 12:01 pm Chris_McElligottPark Assigned To => Chris_McElligottPark