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Direct Control Free Aim using Joystick acts like a digital input...not analog sensitive

Hiya Chris!
Im having a bit of an issue when using direct control with Keyboard/Controller inputs. I have free aim mapped to the right joystick, but when I try to "aim" the camera, it always moves at a constant speed. I want the cam to move slower when you press the stick half way and faster when all the way pressed. Strangely, this works perfectly fine when I have the input set to "Mouse and Keyboard", but when I switch to "Keyboard or controller" the joystick acts like a digital input.

I have 2 "CursorHorizontal" inputs in the Input Manager, One for Mouse control and one for Joystick control. The settings are exactly the same in each except one has "Type" and "Axis" set to Joystick Axis/ 4th axis (joystick) and the other as Mouse Movement/X axis.

Im using older versions of both Unity and Adventure Creator:
Unity 2018.2.17
AC: v1.69.5

Any thoughts?

Comments

  • It may be that the input values need to be different for the keyboard inputs.

    Try also raising the Max free-aim speed in the Settings Manager.

  • Ive tried changing many of the settings in the keyboard inputs and adjusted the Max Speed in the settings manager. While I do see changes when making these adjustments, I still have the same issue: The right stick acts like a DIGITAL input when in "Keyboard or Controller" mode, but properly acts analog when in "Mouse and Keyboard" mode.

    Do you have any recommended settings that I can try?
    Thanks again!

  • I finally got it workin! You were right, I set the Free-Aim speed much sigher and set the Sensitivity Very low. It took a lot of experimentation, and my settings are probably not final, but at least it's working now!
    Thanks!

  • Okay, now Im having an issue where the 1st person turn speeds are working, but are wildly different between scenes! My second scene is a lot more resource heavy than the first. Walking speed feels nearly identical, but the turning speed is noticeably slower in the second scene? Any help would be appreciated!

  • We're dealing with a release that's five years old, but I expect its a deltaTime issue.

    Try adding the following to line 1115 of the PlayerMovement script:

    freeAim *= Time.deltaTime * 50f;
    
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