I got a Logitech trackball for doing demos of some Unity games in our exhibit booth, and I’ve tried two different apps (SteerMouse and USB Overdrive) to map the buttons to the specific keystrokes needed in the game. In both cases, the remapped buttons act properly in other apps, but not in the Unity builds–they just aren’t recognized. I tried remapping them in the Inputs preferences, and the button-presses just aren’t recognized–it waits and waits for me to do a keystroke, while I keep pressing the buttons. Tips most welcome!
Yeah, that’s what it’s doing, but I also need a few keystrokes to control the avatar (without having to bother with a keyboard), and mapping the trackball buttons to those keystrokes is what’s not working in the Unity build (though it works in other apps).
Well, I suppose that the mapping functions of the trackball are going to use some kind of SENDKEYS function to sent windows messages. This is a lot slower then polling the real keyboard, but polling the real keyboard (which unity does I think) has also a big disadvantage.
If you capture the real keystroke, then you monitor a physical KEY. But that key is “Q” on a qwerty keyboard and “A” on a keyboard here in Belgium.
This makes it very difficult to make a game which plays on both azerty and qwerty keyboards when controls have to be done by the keyboard.