![]() ![]() The editor restricts triggers to Positive/Negative mappings for Dual Analog Gamepad Template because the triggers are defined as buttons in the template and the maps are converted over to controller-specific axis maps at runtime. The field circled in blue (Max Joysticks Per Player field) specifically.Ĭlick to expand.I cannot do this without changing the triggers to button-type element identifiers on every controller which would screw up everyone's existing data because triggers would now show up as button mappings instead of axis mappings. You can set the maximum number of controllers you want to use per player. That was mostly flight controllers but I also added racing wheels, gamepads and few other unique USB devices. Having 30 controllers plugged in concurrently is something I have tried in the past and it works fine. Especially since I do not know what the end user will have on their system when it comes to controllers. My game is a flight simulation type so my controller mix (Joysticks, Flight yokes, Rudder pedals, Throttles, HOTAS, etc.) can be quite large compared to typical setup. I only use powered USB hubs and not normal usb hubs. That way I should not have to worry how many controllers that the end user has plugging in on the system. ![]() I use Raw Input (Windows) most of the time and I usually set my per player controller limit at 100 controllers (Max Joysticks Per Player field). ![]() But RawInput and Direct Input you have much higher limits. For operating systems like Windows Xinput (that limits to 4 gamepad devices). The field circled in blue (Max Joysticks Per Player field) specifically.ĭepending on what operating system limits and USB limit and what method being used being used for access. Click to expand.You can set the maximum number of controllers you want to use per player. ![]()
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