Tuesday, February 19, 2013

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 Even debug flags placed inside the dead zone code were printing to the console. It seemed that every so often, as well as the unwanted XBOX 360 controller inputs above I was getting intermittent spikes of 100% input for one out of every 30 or so frames. Too quick to pick up by viewing the inspector but a debug flag confirmed it.A new 360 controller was hooked up and still the same. After 2 or more XBOX 360 battery hours at this I took to the driver and the solution nearly made me tear my hair out.As you can see, the sliders to the left and below the left and right thumbsticks respectively have a slider. Moving these to the values above resolved the issue and still gave a nice amount of user control. Back to normal :)I like the fact that the game now supports 360 controllers on all platforms however I think upon release, I will have to include a list of supported drivers and settings for users to use. Setting these sliders back to 0 brought all XBOX 360 chargers the issues back. I shudder to think what a user would experience with the final game if using this driver without setting it first. If I could write a script to set the driver that would be great but for now, I’m happy just to have it working.Pitch scale value set as a positive number (as shown above) will give you the reversed pitch (looking up and down) like a airplane flight stick. So with the right analog stick, moving down on the stick looks up, and up on the stick looks down. To revert this, use a NEGATIVE number, this will flip the direction. I found that my controller had a LOT of drift on axis 4, so i set al my dead zone settings a bit higher than the default. Also note that axis 5 doesn’t exist on Xbox controller, but I use it on axis I’m not going to use (roll and zoom). But you may want to change the analog triggers (axis 2) for “roll” so you can get that airplane barrel roll effect as you cam around. For now the analog wii controller triggers are used for up/down motion. When in avatar mode, you’ll fly up and down instead, holding the left trigger while standing will make you crouch. If you crouch and move the left stick you’ll do a sneak walk animation (depends on your AO). While in avatar movement mode, the left analog stick will make you run if you move the stick all the way, if you move it partially your avatar will walk.Feathering I find problematic. Basically all this does is make your controls feel mushy, or slow. When you start or stop moving the flycam/avatar there’s a kind of delay that can either give a nice dramatic slow camera movement (when slider is to the left), or a wobbly flicker of camera (slider towards the right). This can get really problematic when in PS3 Controller busy regions (large population of avatars, heavy script use, etc) when your FPS drops, your camera can get out of control. 745TDBanty 130219

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