The only axis modifier they contain is Sensitivity, and that only by a simple multiplier. You should not be thinking of Input Behaviors as a means of calibrating individual axes per-Action. Instead, you specify Sensitivity for Action: Run, Controller Type: Joystick and it will be applied to when any joystick axis contributes value to the Run Action. That is to say, you cannot specify: Sensitivity for Controller Type Joystick, Controller: Xbox 360 Controller, Element: Left Stick X, Action: Run. The Input Behavior's rules apply to the Action's value regardless of the specific device(s) and element(s) being used to determine the Action's value. Input Behaviors cannot discriminate between data coming from individual specific axes, buttons, or other elements - their settings are applied globally to the Action value per-Player, but certain settings only apply based on the incoming input source device type (joystick axis sensitivity, mouse axis sensitivity, etc.). ![]() The incoming values processed by these rules determine the final "virtual button" and "virtual axis" values of an Action. If queried by GetButton, it's a "virtual button", if by GetAxis, it's a "virtual axis."Īn Input Behavior is a set of rules that affect how the incoming input values contribute to the Action's final value. It might help to think of an Action as a "virtual element" that can be treated as both a button and an axis. This only applies when an Action is being used as a button, but the underlying source is an axis. ![]() Button Dead Zone is a means to define how much the axes need to be pressed before the "button" value of the Action returns true. Button Dead Zone only applies to Actions bound to hardware axes when queried with GetButton.
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