Playmaker Forum

PlayMaker Updates & Downloads => Share New Actions => Topic started by: vidjogamer on February 20, 2014, 11:13:42 AM

Title: cInput Actions
Post by: vidjogamer on February 20, 2014, 11:13:42 AM
Hey guys, I made a slew of cInput actions. I tried to make them as easy to use as possible. I was going to put them up on the asset store, but I figured I'd give back to the community. Feel free to make improvements and share :)
Title: Re: cInput Actions
Post by: terri on February 26, 2014, 08:26:12 AM
Hey, thanks for sharing, I've been looking forward to this.
Unfortunately I get this error when I import the package:
Quote
Assets/cInput PlayMaker Actions/Actions/CInputAddModifier.cs(17,13): error CS0103: The name `cInput' does not exist in the current context

Any idea what it might be? I am doing something wrong?
Title: Re: cInput Actions
Post by: jeanfabre on February 26, 2014, 01:08:19 PM
Hi,

 You do need to own cInput and have it installed on your project. So make sure you first go to the asset store and import cInput and PlayMaker, then you can import this support package.

bye,

 Jean
Title: Re: cInput Actions
Post by: terri on February 26, 2014, 03:39:30 PM
Hi,

 You do need to own cInput and have it installed on your project. So make sure you first go to the asset store and import cInput and PlayMaker, then you can import this support package.

bye,

 Jean

ah, obviously, I'm such a dumbass sometimes
thanks jean
Title: Re: cInput Actions
Post by: jeanfabre on February 26, 2014, 11:42:28 PM
Hi,

 no worries. I do think that something should be done here to explain the developor of what's missing as opposed to firing an error... Lot's of work to be done on that front for Unity. On the other hand, once you bump once into that kind of issue, then you know straight away what it is.

bye,

 Jean
Title: Re: cInput Actions
Post by: terri on February 27, 2014, 09:28:12 AM
I made a tweak for the Cinput Get Text action, I wasn't sure how to use it that way so I made the values public so I could edit them in Playmaker.



Title: Re: cInput Actions
Post by: terri on March 10, 2014, 12:05:20 PM
Today I took some time to try to implement this in my game and it just doesn't seem to work well. Besides my previous comment, the "CInput change key" action doesn't trigger any events, like "finished", and using the "CInput get button down" will start giving me errors like infinite loops, even though the regular "get button down" action works without problems.

Is it working fine for everyone else?
That being said, I totally appreciate vidjogamer's work and know that the problem might be with my implementation, not with the actions themselves.
Title: Re: cInput Actions
Post by: vidjogamer on March 12, 2014, 03:30:17 AM
Hmm. cInputGetButtonDown should work. It could you are not using the same version of cInput that I made the actions with. Or perhaps I overlooked something. I'll be importing these into a new project soon. So I will test them out again.

As for the Change Key action, feel free to add "finished" events or anything else. I posted these to help others and so we can all improve/maintain them as a community.
Title: Re: cInput Actions
Post by: Kid on March 15, 2014, 11:08:24 AM
vidjogamer, many thanks for your scripts! Can you help me out a bit? Terri pointed out that "CInput change key" doesn't trigger events, like "finished". How can we alter this action, so it will launch transition on key pressed?

update. it seems that I've found a way around it. In the same state with ''change key" action inserted "string changed" action. And when the string changed, called "finish".

Title: Re: cInput Actions
Post by: terri on April 01, 2014, 09:55:51 AM
My solution was based on Kid's but instead of using the string changed action, I just had a Any Key action on the same state. It works.

The CInputGetButtonDown was still giving me infinite loops and weird behavior so I changed it, it works like GetButtonDown now and fixed all my problems.

edit: nevermind, this version works but its laggy for some reason. I'd also need a GetAxisVector that works with cInput, but couldn't get that working myself


Title: Re: cInput Actions
Post by: Roger Lee on May 31, 2014, 03:08:25 PM
Thank you so much for this!!

Those who are still having problems with infinite loops you can use the attached GetKeyDown action.  I was having the same problem and I took out the stuff associated with the every frame setting and now it works exactly like the standard Unity version.

I don't think the GetButtonDown is even part of cInput anymore as it's not in the documentation anywhere.
Title: Re: cInput Actions
Post by: jeanfabre on June 03, 2014, 08:02:32 AM
Hi,

 With these kind of problems, use a next frame event action and only come back to the state checking for mousedown then. It will avoid infinite loop.

Bye,

 Jean
Title: Re: cInput Actions
Post by: LogLady on August 11, 2014, 10:52:16 AM
Hi!

I've configured the controls but can't get the cInput GetAxis working correctly. Sometimes it works randomly or don't do anything. The cInput GetAxis Raw works fine except that when using a generic usb controller the sensitivity ramps faster from 0 to 1 than using a Xbox360 controller. I tried to set the sensitivity lower than 0 but I can't see any difference from 0. Is there any way to lower the axis ramping value? I'd like do make it slower so I can make a configuration like the Xbox controller.

Thanks!
Title: Re: cInput Actions
Post by: jeanfabre on August 14, 2014, 08:34:44 AM
Hi,

 I am using cInput, and I don't experience this. Are you sure you only set it up once and not everyframr or something?

bye,

 Jean
Title: Re: cInput Actions
Post by: LogLady on August 14, 2014, 03:27:19 PM
The config I made works fine for the xbox controller and I use the very same configuration for generic controllers.

Nice to know that you are using cInput, Jean. When I use the actions provided by vidjogamer, the editor gets slow only when I'm editing cInput stuff.
Title: Re: cInput Actions
Post by: jeanfabre on August 18, 2014, 04:07:43 AM
Hi,

 Odd, I don't think it's related really, can you run the profile to pin point where the editor is struggling?

 Bye,

 Jean
Title: Re: cInput Actions
Post by: LogLady on November 17, 2014, 08:31:30 AM
Sent you a PM with a picture of the editor sometime ago.
I hope it helps.
Title: Re: cInput Actions
Post by: jeanfabre on November 21, 2014, 02:53:10 AM
Hi,

 can't trace it back, can you send it again, thanks .) sorry about, it's important to bump me on things that went quiet, It's never my intention, I need it big time.

 Bye,

 Jean
Title: Re: cInput Actions
Post by: MABManZ on January 08, 2015, 06:43:30 AM
Is the "CInput Get Text" action working properly in this? I'm setting up a GUI to map controls, and I'm not getting any field to store a string variable to show the button that was pressed
Title: Re: cInput Actions
Post by: jeanfabre on January 12, 2015, 07:51:18 AM
Hi,

 do you have errors in Unity consolse? are you sure the action you use is valid? maybe it's junk script, try to get the one earlier on the thread  and test again.

 Bye,

 Jean
Title: Re: cInput Actions
Post by: wheretheidivides on February 07, 2015, 09:39:47 PM
I get a ton of errors in the console (using unity 4.62p1).
350 errors and they all are in cinputkeysutil.cs.  Can I just delete this or could someone fix it so I don't get flooded with errors?
Title: Re: cInput Actions
Post by: phannDOTde on February 21, 2015, 04:46:41 PM
@wheretheidivides

Once setup correctly it works fine for me with 4.6.2f1. Did you initialize the cInput in the Project Settings and added some init default keybindings at scene start?
Title: Re: cInput Actions
Post by: phannDOTde on February 21, 2015, 04:49:45 PM
I made a tweak for the Cinput Get Text action, I wasn't sure how to use it that way so I made the values public so I could edit them in Playmaker.

Nice - would you be able to additionally output the first and secondary bindings separately by any chance?

Best
Peter

Update: bought the actions from the assets store at the end and must say they are much more "complete" and the dev provides great support for a small buck https://www.assetstore.unity3d.com/en/#!/content/28100