You will also need to set Project Settings > Player > Active Input Handling to Both. This will be enabled when the Input System package ( >= 1.0.0) is installed in Package Manager. Added beta support for using new Unity input system as a backend for gamepad, keyboard and mouse input (touch input coming later).Note: some controls may have no glyph name, but primary controls generally do. To use, cast the device to NativeInputDevice and call the GetAppleGlyphNameForControl() method. Added support for querying control glyph names for controllers using Apple's Game Controller framework exposed through the native input module.Where possible, for devices with a correct DeviceStyle, it will map appropriately to the command buttons based on location, for example: Back and Right for Xbox 360, View and Menu for Xbox One, Share and Options for Dual Shock 4, etc. Added InputControlType.LeftCommand and InputControlType.RightCommand aliases.Added Ipega PG9129 profile for Android.Fixed regression in managed XInput plugin that switched View and Menu controls.Fixed PS4 and PS5 bumper and trigger names on Windows native input to match controller labels: L1, R1, L2 and R2.Fixed issue with PS5 controllers connected with bluetooth on Windows with native input plugin.Added vibration support for Game Controller framework (MFi).Added support for additional Game Controller framework (MFi) controllers.Fixed DualSense (PS5) incorrect d-pad mappings when connected over bluetooth with native input enabled and MFi disabled.Fixed DualSense (PS5) incorrectly having PlayStation4 device style set on Apple platforms with native input and MFi enabled.Fixed switched triggers on DualSense (PS5) controllers connected over bluetooth in Windows in native input.
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