Cheers!
I've started to notice a lag regarding keypresses in AC-based menus. I'm using direct control, an if I rapidly tap a direction in a menu, sometimes the selection gets "stuck" in one button, and I have to press the opposite direction to "free" it. This does occur only when I press the button really fast. Any idea what could be causing it? I have several AC menu -based minigames in my project. I'm using Rewired for input. Unity version is 2020.3.34fi, AC: 1.77.3
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The only potential reason I can think of is that the Rewired integration relies on "processed" input, rather than "raw" input, when navigating AC menus.
Normally, direct navigation of AC inputs involves reading the raw input - no gravity/sensitivity etc values being accounted for. If you move in one direction, it'll wait for that input to go beneath a threshold before accepting input again - but when dealing with raw, this'll be true the same frame you let go.
When using Rewired integration, however, the Rewired Player's "GetAxis" value is read - so any gravity/sensitivity (or equivalent) values will affect the read value.
On the AC side of things: you can configure the threshold value mentioned above via the Player Input component - try raising the Direct Menu Threshold value a little higher, e.g. 0.5. That represents how low a directional input value must go beneath before direct control is possible again.
Otherwise - and this'll only be if my hunch is correct - it'd be a case of altering the settings for the Horizontal/Vertical inputs within Rewired.
Thanks! It was indeed Rewired who was the culprit here. Anyone else dealing with this: uncheck the Digital Axis Simulation checkbox from the Input Manager's Input Behaviour tab.