![]() Added (ControllerType controllerType, int layoutId) Added Split Axis to HardwareJoystickTemplateMap to allow mapping an axis to two buttons through a template. Added Editor Controller Name to HardwareJoystickMap to allow displaying a different controller name in the Rewired Editor for developer use. Made Bluetooth controller identification more robust in Windows Raw Input platform to be able to better identify certain Bluetooth controllers. Added editor controller names to and refined public names of various controller definitions. Fixed definition for Mad Catz C.T.R.L.R on Direct Input. Raw Input now works for this controller due to Bluetooth enhancements. Disabled definition for ípega BLUETOOTH Classic GamePad in Direct Input and Windows Fallback due to identification conflicts. Disabled definition for ípega Wireless GAMEPAD Controller in Direct Input and Windows Fallback due to identification conflicts. If you've bought Rewired and want to get access to the latest downloads immediately, contact me with your email address.ġ.0.0.29 will be submitted to the Asset Store after 1.0.0.28 is approved so as to not interrupt the approval process due to the important bug fix in that version, so it may be a significant delay before 1.0.0.29 is available on the Asset Store. Rewired 1.0.0.29 is available for download for registered users now on the website. (There are ways to make this assignment dynamic too but that's not covered here.) IE: Player 1 always uses the WASD set, Player 2 always uses JIKM, etc. This works best if keyboard layouts for the various in-game players will be fixed. However, if you also support Keyboard and Mouse, at that point you might want to go ahead and load the appropriate keyboard map layouts for your Player into Rewired.Player. It’s a whole lot less work than trying to loop through maps and such and you get all the benefits of working with named Actions for detecting “Start”. The user could press a button on the controller assigned to Rewired.Player, but you can still then use Rewired.Player as the input source for your game-side Player. Your game-side player object may be Player, but the Rewired.Player doesn’t have to be. Now in your game code, simply assign whichever Rewired.Player returned TRUE to your game-side player object.Loop through all Rewired.Players and check for player.GetButtonDown(“Start”).Rewired will give each Rewired.Player a controller if available. Leave controller auto assignment enabled.Create a “Start” action and be sure it is assigned in the controller maps you assigned to the Players on some button - preferably, multiple buttons just to be sure in case a particular controller has no Start button (or “Center 2” as defined in the Dual Analog Gamepad Template.) A safe bet would be to put it on “Center 2” and “Action Bottom Row 1” for the Dual Analog Gamepad Template, and Button 0 on Unknown Controller (if you're defining an Unknown Controller map).Assign them all joystick maps for the controllers you want to support.Make your Players (let's say Player 0 – 3) in the editor.This involves basically using a variable Rewired.Player as an input source for your own Player object. There have been various ways discussed on how best to do this, but I thought I'd post here another method that I think is better than the other ways I've mentioned. The question has come up many times in support and here on how to be able to let users just pick up a controller and press "Start" then have that player join as the next available player and with that controller assigned. ![]()
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