Thank you for the detailed feedback. Very helpful.
Could be you’re getting caught by one of the annoyances with WebGL gamepad support. One problem we have there is that the only way to get standardized gamepads (i.e. so you know that the button you’re targeting is really the one you mean) is if they follow the “standard” mapping as specified by the W3C standard. However, in my own (limited) testing I found that it very much depends on the browser, platform, AND gamepad whether you’ll get a gamepad with a mapping or a gamepad with no mapping at all.
For gamepads that do not come with a standard mapping, we would have to supply specific layouts for specific browser+platform+gamepad combinations. Not sure we’ll ever go there. Remains to be seen. Definitely a nightmare. ATM we have none of those.
What this means is that currently a gamepad on WebGL will only come out as a Gamepad in the new input system if it uses the “standard” mapping. If not, it’ll come out as a joystick. If desired, it should be possible to bypass that like so:
// Nuke definition of WebGL joysticks.
InputSystem.RemoveLayout("WebGLJoystick");
// Turn any WebGL gamepad into a Gamepad.
InputSystem.RegisterLayout<WebGLGamepad>(
matches: new InputDeviceMatcher()
.WithInterface("WebGL")
.WithDeviceClass("Gamepad"));
What’s the gamepad and platform? Think we had some where it was coming out incorrectly and have fixed it recently.
Looking at your setup, I’d expect it to work. However, you wouldn’t necessarily need an axis composite there. An alternative is to just bind to the gamepad stick’s X axis.
There was a bug with startTime and duration on actions which probably caused this. Was fixed in 0.2.6.
Hmm, interesting. We have to look into that. IIRC the code here is neutral to locales meaning that it’d have to be a period not a comma. In the UI, we should probably convert for presentation on the fly. Made a note.
Haven’t seen that. I think this shouldn’t happen on 2019.1 anymore, though.
Confirmed. Will fix. Logged ticket here.
The action editor and inspectors recently received a major overhaul that landed in 0.2.6. This is fixed as far as I can see.
Since the overhaul, we do have some error occasionally popping up when using context menus in the action error. We’re looking into that.
Yup, known issue with the mouse. Setting a type on the action so that the mouse scroll wheel isn’t taken into account should help work around it in some cases.
Ok, that is curious. We’ll have a look.