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Keybindings integrated with JayJayWon's UIAssist

🕑 Added 2021-02-13 03:18:56 +0000 UTC

Comments

Acid Bubbles

It should support both joysticks (any joystick Unity supports) and sets of two keys (left/right for example)... What happens when you try to use a joystick? It doesn't record? I can validate but it worked last time I tried.

Acid Bubbles

Well it should, however VaM has no settings to let plugins "take over" joysticks the way it recently allowed for keyboard shortcuts. However Keybindings does support any joystick Unity supports, so that should work. Technically even VR controllers should work, even though they'll register both VaM's binding and Keybinding's binding.

CaseEP

Huh? Your interop-specs reference thumbstick-axis output as a supported action type - but I can't get keybindings-plugin to map thumbstick output to actions? (yes, the ones you marked with asterisks - move, rotate etc). The only Touch-controller actions it accepts are the A,B,X and Y buttons?

CaseEP

UIAssist-integration would be wonderful-, and potentially the mother of all customizable interfaces in VR, if only keybindings would support VR controllers ... (Is there an emulator or something for the Occulus controllers to emulate an xbox controller? Or maybe a plugin?) I know that writing & maintining support for multiple controller types likely isn't your idea of fun, but ... the plugins could really leverage each others' strengths in VR. If you'd be game - I've got an old customization plugin for Touch-controllers (rotate.cs) that might serve as a template.


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