New Input System - Full Analogue Stick Range?

Hey folks.

I’m using the new Input System - which seems lovely! - but I’m currently seeking to get access to the full range of an analogue stick (Sony Duelsense via Steam Layer), which would allow me to scale the movement speed of a character from a crawl to a sprint.

I seem to recall being able to do this with the previous system (if I didn’t use .normalised etc), but looking at the raw Vector 2 X values I’m getting back from my Input Actions (when pushing directly right), the values seem to jump from 0.0 to immediately 0.98 - > and some further digits after that.

Confusing matters, the digits after 0.98 fluctuate depending on how FAR I push the stick right, suggesting that there’s still some available gradation to the stick input. I’ve tried using a Scale Vector 2 processor on the Input Action in an attempt to reduce the sensitivity, but even at 0.001 scale there seemed to be no change in behavior.

Does anybody know a clean way to re-access full analogue input? It’d be nice. =D

I think you have to modify your deadzone max from default setting or add Processor Axis Deadzone

Thank you, @Putcho , that’s an excellent suggestion! However, I’ve tried changing the values on an Axis Deadzone Processor and aside from making it difficult to move, I can’t seem to get the full range. Good idea, though…!

Any other suggestions?

actually I use vector2.magnitude (vector2 float)
I don’t messing around with deadzone
even my join stick return 0.98f I’m still get 1

if you don’t mind you can show me your old input system code and the new input system code, maybe I can look into it where it does different.

here the video you can see my magnitude in action

https://www.youtube.com/watch?v=9R7oWMKCiiY

@Putcho - You have been patient and thoughtful, even going so far as to send me a video demonstrating expected behavior.

I, in contrast, have been an idiot.

I kept looking at my Gamepad and WASD bindings for Interactions/Processors etc, completely forgetting to look at the base action… where I had for some reason added a Normalise 2D Vector processor at the start of the project.

So this is all on me. Problem fixed - error lay between keyboard and chair.

Thank you so much for trying to help, though!

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I did this exact same thing :roll_eyes: normalizing the bindings individually rather than the action is the way to go!