![]() ![]() With jbl007's config, you can infact have "No host device" chosen for both ports when you want to use the two joysticks. But you don't have to either, cause jbl007's will work in addition to host devices selected into the ports. There are links to some tools in this reddit post, with some outline on how to use them. fs-uae config files you want it to apply for, or add those lines to custom configuration -> custom settings to make it work for all configs.Īdditionally, you can't put the same joystick device into both ports. 1 UFOManiac67 6:25pm Originally posted by Cat Harsis: You'll need to merge them into one virtual joystick. But you have put jbl007's config in the joystick mapping config file. The product, at this point, consists of virtual joystick devices that is seen by the system as a standard joystick but its position-data is written to it by a feeder application. Though you won't see it as two separated joystick devices, you can still use it, as jbl007 said. This project was originally designed to provide an open-source replacement for PPJoy. It is of course intentional by the hardware designer, but it really should instead present itself as two joystick devices.įS-UAE hasn't got any feature to "split a joystick device into two or more virtual joysticks", and I don't think it is likely I will support that. ![]() However, I am unsure as to what would be the best method to accomplish this.Hi, first of all, that the adapter present itself to the system as only one joystick device when there are two joysticks connected. With Joystick Gremlin you can mix and match the axis and buttons of one or multiple joysticks to one or multiple virtual joysticks. In a nutshell I want to create an anchored but grabbable "joystick" mesh & collider that is anchored to a two-axis rotational joint which allows the player to tilt it in all eight directions. The documentation I've seen is pretty thin so I'm a little confused as to how to modify intractable object behavior beyond the default to create an object that can be grabbed and dragged but is ultimately anchored at its base. I guess where I'm stuck is modifying the interaction system in the SteamVR plugin to do what I want. I have seen others implement both kinematic and physics-based joysticks in VR, but I'm assuming for my application kinematic would be the way to go since the Mech would be moving using a character controller so a kinematic joystick wouldn't be affected by outside forces. Since I am using the SteamVR Plugin for Unity to accomplish this, I am assuming that I would be able to use the interaction system present in the plugin to accomplish what I'm trying to do. To clarify: they would reach and grab the joysticks and physically move their hands to move and rotate the mech (similar to the joystick in the No Man's Sky VR Update). I am currently trying to create a VR Experience in Unity where the player pilots a Mech using two virtual joysticks that they would interact with using their controllers. ![]() Distruptive flame wars over hardware and software platforms.Links to tutorials or resources you've found helpful.Abstract design UI/UX questions and discussion.Questions specific to your game engine or platform.Cool things you're currently developing.įor realtime discussion you can also join us on Slack! What to post Just getting started? For beginner topics and tutorials please visit /r/LearnVRDev. This subreddit is for discussing all things relevant to developing games and applications for VR. (Menu: 'Preferences' -> 'Configure joysticks') In this window, you can also configure the axis mapping for Stick1 and. In case you have multiple joysticks and you want to always use one of them as 'Joystick 2' (or any other joystick number), you can define a priority/preferred number for each device. Because building virtual worlds is awesome! Define a priority among multiple joysticks. This is the subreddit for discussing all things relevant to developing games and applications for VR. ![]()
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