![]() ![]() When a button or axis is activated that is bound to an Action, the Player will return a value for that Action. Joystick input returned by a Player is determined by the buttons and axes bound to Actions in one or more Joystick Maps assigned to a Player. ![]() To save time, you can create a Joystick Map for a Controller Template that includes the controller you wish to support. If you want your players to be able to plugin in a controller and have it "just work", you should create a Joystick Map for each controller you want to explicitly support. (You can see the the current list of recognized controllers with extended support here.) When the Joystick is assigned to a Player, it will load Joystick Maps into the Player if you have created any Joystick Maps in the Rewired Input Manager that are compatible with that controller. When a controller (excluding mouse and keyboard) is attached to the system, Rewired will attempt to identify that controller and load a hardware definition. See How To's - Loading Controller Maps at runtime for more information. You can also assign/load Controller Maps at runtime through scripting. You can assign the Controller Map in the Rewired Input Manager under the Players page, and when the game starts and Rewired initializes, it will load the map into the Player. ![]() In order for a Player to make use of a Controller Map, it must first be assigned to that Player and enabled. When you create a Controller Map (Joystick Map, Keyboard Map, etc.) in the Rewired Input Manager, you are defining a default Map that can be used by any Player. The combination of the two serves to identify the Controller Map when selecting a Controller Map in the Rewired Editor or from the API.Ĭontroller Maps are created and edited in the Rewired Editor. (See Saving and loading Controller Maps for more information.)Įach Controller Map belongs to one Map Category and one Layout. All the maps can co-exist simultaneously and can be enabled or disabled as needed, for example, when changing game modes.Ī shared controller (the keyboard for example) can be mapped by any number of Players with any number of maps. You can have even more maps as needed: A Menu map for when you're in the menus, a system map for controls like Save/Load and Quit, multiple maps for different players on the keyboard, etc. For example: If you have multiple game modes such as Infantry, Tank, Airplane, you can have shared controls on one map, and mode-specific controls each on its own map. Maps co-exist so you can have as many maps for each controller as you need. (See Creating a Controller Mapping screen for information.) If you create a user control assignment screen, the user can customize his Controller Maps for any joystick or controller. For more information about how to create maps, see Creating and Editing Controller Maps. Pre-defined maps for controllers are created in the Rewired Editor. You can create pre-defined Controller Map configurations for known controller types and controller templates and load the maps at runtime or when a compatible Joystick is assigned. Each Controller assigned to a Player must have its own Controller Maps with bindings defined for Action-based input to function. One of the most unique and powerful features of Rewired is the Controller Map system.Ī Controller Map is a map of bindings between Controller elements and Actions for a single Controller.Ĭontroller Maps are owned by the Player, not the Controller, so changes you make to one Player's maps don't affect the other Players' even if they're using the same Controller. ![]()
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