Hello, just wanted to share a script to connect Rewired to AC. I based it on Tony Li's from pixel crushers, but it has all the delegates, except the recent new mouse types
(which you can add if you feel the need). Anyways, It's worked perfectly for me, so I though it may help someone.
Just attach it to any active object in the hierarchy (personally I put it on the persistent engine or the gameEngine instance, but whatever you know will always be loaded is good.
PS: Weird, I posted this same script on the Technical Q and A section, but here it told me it was too long? There's got to be an issue there.
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Hey all - I'm adding in gamepad controller support as a patch into Arkhangel and am currently getting Rewired all setup. Almost everything is in and working as expected (might need to do something fancy for some menus that are not paused).
One thing I'm concerned about: Saved Games.
I loaded several of my saved games and the mouse cursor is locked to the center of the screen and controller input isn't working. This is working fine if I load the scene fresh, though. Is there a way to flush/reset the user's input settings and use Rewired on a game load? I just don't want to tell my users that they'd have to start the game over with an upcoming patch just to get controller support.
Thank you for any insight!
EDIT: This seems to be a problem for old AND new saved games (saves that have taken place after I implemented Rewired)...so it looks like I need a little direction to make Rewired Save/Load safe for AC...Any pointers?
I have in-game working great with ReWired. My main menu is my problem. I've created a Unity UI and have switched over to using that. I've followed the Unity UI tutorial and this thread. I am able to get navigation to work with mouse but controller isn't working much at all. The only time I can get the first button to highlight on start up is if I have the Unity UI prefab in the scene itself (and not as a prefab) and pull the first button into the EventSystem "First Selected" field. That lets me scroll but when I press Submit, the button just flashes and doesn't go to the appropriate sub-menu that I have setup in the Unity UI menu (this does work if I use the mouse). I've tried associating the button via the prefab, the in-scene object, etc...Nothing seems to work.
In the Unity UI, I've tried setting up the First Selected as First Visible and have typed in both the menu element name and the prefab name to no avail.
Any ideas?