Playmaker Forum

Playmaker Updates & Downloads => Share New Actions => Topic started by: davebac on January 01, 2015, 04:17:19 PM

Title: Rewired (polling) Actions
Post by: davebac on January 01, 2015, 04:17:19 PM
This is an (still incomplete) set of actions for the Rewired control system.  This covers most of the polling API. 

Title: Re: Rewired (polling) Actions
Post by: nick_h82 on March 05, 2015, 11:44:29 AM
I've been using these for a few weeks and they've been terrific, thanks!
Title: Re: Rewired (polling) Actions
Post by: clownshoe on March 06, 2015, 04:21:05 AM
Amazing, thank you for this!
Now I just need to work out how to use Rewired :D
Title: Re: Rewired (polling) Actions
Post by: LogLady on March 18, 2015, 11:17:20 AM
It's awesome!

Could you please add the Get Axis Vector and Axis Event Extended?

Thanks a lot for your work!
Title: Re: Rewired (polling) Actions
Post by: LogLady on March 18, 2015, 04:54:33 PM
I found a weird bug:

After setting any Rewired action and play the project when I stop the project and remove the action from the state and play the project again, the action is added back to the state. Even if I change the action for another the old action substitutes the action. If I change the Player Id or the action name inside the Rewired action when I press play it goes back to the first value set.
Title: Re: Rewired (polling) Actions
Post by: justifun on March 31, 2015, 04:11:42 PM
Am i correct in assuming that when you want to test if a button as been pressed you need to use the "Rewired Get Button Down" action, then store the value as a bool, then use a "Bool Test" to send it to the next event?

Would it be possible to adjust the action so that it functions similar to the way a normal "get button down" action works where you can specify the event to go to when it occurs?
Title: Re: Rewired (polling) Actions
Post by: inyourbus on April 17, 2015, 10:46:42 AM
How do you use these actions to detect if axis are used?

I guess I'm missing some fundamental workflow here, but if someone could point out how to make use of them I would be most grateful.
Title: Re: Rewired (polling) Actions
Post by: LogLady on April 17, 2015, 02:10:08 PM
@justifun

I think that is the way to use it, at least it is how I'm using it.

@inyourbus

Use "Rewired get axis" but remember that you must first creat a joystick map using the Rewired editor.
Title: Re: Rewired (polling) Actions
Post by: inyourbus on April 17, 2015, 02:20:18 PM
@loglady

can you give me a little more guidance please?
Title: Re: Rewired (polling) Actions
Post by: mdotstrange on April 28, 2015, 11:32:05 AM
Has anyone used these actions to successfully get 2+ players working with Rewired and PM? I just started using it- confused about how to assign players to controls through PM
Title: Re: Rewired (polling) Actions
Post by: inyourbus on May 01, 2015, 08:08:52 AM
Has anyone used these actions to successfully get 2+ players working with Rewired and PM? I just started using it- confused about how to assign players to controls through PM

I tried this yesterday and no, I couldn't get another controller to work.
Title: Re: Rewired (polling) Actions
Post by: mdotstrange on May 01, 2015, 04:10:13 PM
Quote from: inyourbus link=topic=9134.msg48410#msg48410
[/quote

I tried this yesterday and no, I couldn't get another controller to work.

Thanks for the reply- I'll skip Rewired then-  I was able to set up multiple players and got it working using the built in input manager- not as flexible as Rewired but it works
Title: Re: Rewired (polling) Actions
Post by: inyourbus on May 11, 2015, 11:48:53 AM
I tried to get the two controllers working again today.


I managed to get it working by setting up a keyboard map as player two, and a Playstaion DS4 as Player one.


I assigned the Player ID(0) to one object and Player ID (1) to a duplicate object and could move them independently using the keyboard or the DS4.


Still no luck with 2 DS4s

(https://d1ro8r1rbfn3jf.cloudfront.net/ms_58064/Mb7MwPyc00iIxy2CvmjOQOd5lCSLmI/Monosnap%2B2015-05-11%2B19-44-33.png?Expires=1431456558&Signature=mzhzP-9kH-yBqx~CR2yM2KDAbJn3UklH~UN~FPQi9k66es8ZtcfK7FscMFp2yoEj13XnbdliCRxl8FkzACECmGMuW-RNK6SDW8GT6wBHv7W9gQUQPfq3qbbhHjE1vODYBN6wv6LMhKYpV8OSiwRMePl0fartuugUMm-mht-~x40A7v7kSuCUNE8heDUH3g5MnRoj8JowQD6TtAutJnGreYuwCIqjaxv8adooSzmBXGnl2EsMFNTXLF5ElY7j~IXJgzFBLtnB3LqapMWw7jhkwSaHOYw8crkxsUx5H9eAnvhcWcb60mqaue81gPCOEx~heBaEb-et97Zxt9xF79Gybw__&Key-Pair-Id=APKAJHEJJBIZWFB73RSA) (https://d1ro8r1rbfn3jf.cloudfront.net/ms_58064/Mb7MwPyc00iIxy2CvmjOQOd5lCSLmI/Monosnap%2B2015-05-11%2B19-44-33.png?Expires=1431456558&Signature=mzhzP-9kH-yBqx~CR2yM2KDAbJn3UklH~UN~FPQi9k66es8ZtcfK7FscMFp2yoEj13XnbdliCRxl8FkzACECmGMuW-RNK6SDW8GT6wBHv7W9gQUQPfq3qbbhHjE1vODYBN6wv6LMhKYpV8OSiwRMePl0fartuugUMm-mht-~x40A7v7kSuCUNE8heDUH3g5MnRoj8JowQD6TtAutJnGreYuwCIqjaxv8adooSzmBXGnl2EsMFNTXLF5ElY7j~IXJgzFBLtnB3LqapMWw7jhkwSaHOYw8crkxsUx5H9eAnvhcWcb60mqaue81gPCOEx~heBaEb-et97Zxt9xF79Gybw__&Key-Pair-Id=APKAJHEJJBIZWFB73RSA)

(https://d1ro8r1rbfn3jf.cloudfront.net/ms_58064/pEgt0eAaaiAIY8bqDcN0bTlVhbbFN7/Monosnap%2B2015-05-11%2B19-45-41.png?Expires=1431456354&Signature=Nhiwyq654memr332o096pVjxYtbT~jXpnchfAd2DeMU5Q49EkQSvIHnfcIqaw-7zwnoYKF4FwAamUTF4awu7SxSyP5GTFkX62f37WIRwYZSen8LopjLeTfTvczigiYkD9c43s8Gyga~zvNhFNQcgAhUq5s9SsnG6N1ibJXtRfEjyy878Ssu7SXnHPCNOQfySuKsQaYvewr2tFv1PYdyfUPfmCv44LC-OMyu9nw~lowHadwNkGKbFYyd8eOzQD86eQbkDVjGmPbAy~0KO1KRVEVYfJLWhaL2ksGuSuv2u8PUDxSNb-buNDKjk~cCxJeiTNhpwLAJlLCZgMlH1jlbsyA__&Key-Pair-Id=APKAJHEJJBIZWFB73RSA) (https://d1ro8r1rbfn3jf.cloudfront.net/ms_58064/pEgt0eAaaiAIY8bqDcN0bTlVhbbFN7/Monosnap%2B2015-05-11%2B19-45-41.png?Expires=1431456354&Signature=Nhiwyq654memr332o096pVjxYtbT~jXpnchfAd2DeMU5Q49EkQSvIHnfcIqaw-7zwnoYKF4FwAamUTF4awu7SxSyP5GTFkX62f37WIRwYZSen8LopjLeTfTvczigiYkD9c43s8Gyga~zvNhFNQcgAhUq5s9SsnG6N1ibJXtRfEjyy878Ssu7SXnHPCNOQfySuKsQaYvewr2tFv1PYdyfUPfmCv44LC-OMyu9nw~lowHadwNkGKbFYyd8eOzQD86eQbkDVjGmPbAy~0KO1KRVEVYfJLWhaL2ksGuSuv2u8PUDxSNb-buNDKjk~cCxJeiTNhpwLAJlLCZgMlH1jlbsyA__&Key-Pair-Id=APKAJHEJJBIZWFB73RSA)


(https://d1ro8r1rbfn3jf.cloudfront.net/ms_58064/VJTu5A1lc9mIpGEoFMhj3Q73cJBen8/Monosnap%2B2015-05-11%2B19-46-51.png?Expires=1431456422&Signature=maSxy7KAOgtCYJkU5LmJPbJkKcPgJcLmYSShcnu0zjgRJPe2h7~udkx0QPpiS6r7p02ONhQ8nlGM--TQlBuoMX545SlHDHU9Gz0ClXQd8yiypOhnqqkjbtlw0rMhRJp5XmMe0Wsv5fWx8sFri3nUTS8Mf87~GDIbmnZr3wdK5ee5KgzWftnOAhN8AqqQshQXsOSNCvtAvYVimBx-9m7FOX2hQQXPzMWEXF1~NBw~4V8X6BRmVP6RhifU8sfKem8KCLGmDGb2hRmMH9pVtfmlrI6erVbVVFFqXDAylRVSvTy0o4Y59Y5bA036SKCohfUSDh9I7kFuN0Xfs8DAFZC3pw__&Key-Pair-Id=APKAJHEJJBIZWFB73RSA) (https://d1ro8r1rbfn3jf.cloudfront.net/ms_58064/VJTu5A1lc9mIpGEoFMhj3Q73cJBen8/Monosnap%2B2015-05-11%2B19-46-51.png?Expires=1431456422&Signature=maSxy7KAOgtCYJkU5LmJPbJkKcPgJcLmYSShcnu0zjgRJPe2h7~udkx0QPpiS6r7p02ONhQ8nlGM--TQlBuoMX545SlHDHU9Gz0ClXQd8yiypOhnqqkjbtlw0rMhRJp5XmMe0Wsv5fWx8sFri3nUTS8Mf87~GDIbmnZr3wdK5ee5KgzWftnOAhN8AqqQshQXsOSNCvtAvYVimBx-9m7FOX2hQQXPzMWEXF1~NBw~4V8X6BRmVP6RhifU8sfKem8KCLGmDGb2hRmMH9pVtfmlrI6erVbVVFFqXDAylRVSvTy0o4Y59Y5bA036SKCohfUSDh9I7kFuN0Xfs8DAFZC3pw__&Key-Pair-Id=APKAJHEJJBIZWFB73RSA)




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Title: Re: Rewired (polling) Actions
Post by: mdotstrange on May 11, 2015, 12:59:20 PM
Thats too bad- seems like it would be a really useful asset if it easily worked with PM- I'm manually working with local multiplayer and I can't find a way to tell Unity what joystick is what- it seems to randomly assign joysticks to player 1, player 2 etc
Title: Re: Rewired (polling) Actions
Post by: inyourbus on May 11, 2015, 01:04:28 PM
Thing is, if you try the EightPlayerDemo, It proves that up to eight players can be assigned controls with no issue. 
Title: Re: Rewired (polling) Actions
Post by: LogLady on May 11, 2015, 04:54:09 PM
Guys, maybe (MAYBE) you should read the Rewired manual again. It is a bit confusing the first time you use but after some time you get to figure it and can configure easily the controllers. I'm using it for a two players game and it is working fine with the XBOX360 joypad and generic usb joypads flawlessly. I think I can help out but give more datails on what is not working for you both.

P.S. no, I'm not affiliatd in way way with Rewired but Iknow how it feels to look for some help and don't find it even after days looking for it...
Title: Re: Rewired (polling) Actions
Post by: inyourbus on May 12, 2015, 03:29:49 AM
I emailed Guavaman who makes rewired yesterday to come to the conclusion that when working with keyboard and DS4 as player 0 and 1 respectively rewire always thinks that the Keyboard and the DS4 are player 0 unless you setup the DS4 as Player 0 and keyboard as player 1 or deselect auto assign on the DS4.


When I was testing with a keyboard and DS4 I was having issues because of this.


Using two DS4s I have no issues and it works just fine.

I have heard that official actions may be available sometime after June from Rewire but thats not guaranteed.
Title: Re: Rewired (polling) Actions
Post by: Guavaman on May 12, 2015, 12:04:05 PM
...when working with keyboard and DS4 as player 0 and 1 respectively rewire always thinks that the Keyboard and the DS4 are player 0

Keyboard controls are determined entirely by the keyboard maps you create and assign to Players in the editor. If you created only one keyboard map and assigned it to Player 0, then yes, the keyboard controls will only apply to Player 0. But you can just as easily create 8 different keyboard maps for 8 players, assigning one to each, and have all 8 players using the keyboard. The keyboard is a shared controller and is never assigned to any particular Player. The only thing that determines which Players have keyboard input is the keyboard maps.

Joysticks are a different story. A joystick must first be assigned to a Player before it can be used by that Player. By default, Rewired is set to auto-assign joysticks. When a joystick is attached to the system, it will be assigned to the next available Player who doesn't have a joystick already (specifics of how this works is determined by the settings you choose on the Settings page.) So, using the default settings, if you have 1 joystick attached, that joystick is assigned to Player 0. The next joystick you attach is assigned to Player 1, and so on.

Your difficulty came from the fact that you were assuming having a Keyboard Map assigned to Player 0 would then make Rewired skip Player 0 when assigning joysticks and give the first joystick to Player 1 instead. This isn't the way it works. Keyboard Maps do not in any way affect the assignment of joysticks. Joysticks will still be assigned on attach based on which Players don't have one assigned yet.

Multiple joysticks work just fine with these Rewired actions. I tested them and there are no issues.

Guys, maybe (MAYBE) you should read the Rewired manual again.

Very good advice. You really do need to understand the system to get the most out of it. I spent a ton of time writing very thorough documentation, so please make use of it.
Title: Re: Rewired (polling) Actions
Post by: inyourbus on May 12, 2015, 12:52:03 PM
Quote
Your difficulty came from the fact that you were assuming having a Keyboard Map assigned to Player 0 would then make Rewired skip Player 0 when assigning joysticks and give the first joystick to Player 1 instead. This isn't the way it works. Keyboard Maps do not in any way affect the assignment of joysticks. Joysticks will still be assigned on attach based on which Players don't have one assigned yet.
Yes.
Quote
Very good advice. You really do need to understand the system to get the most out of it. I spent a ton of time writing very thorough documentation, so please make use of it.
And yes...


 :'(


Many thanks to Gauavman for Rewire and many thanks to davebac for making the first actions.
Title: Re: Rewired (polling) Actions
Post by: LogLady on May 12, 2015, 03:25:06 PM
It is nice to see you around here, Guavaman!
Title: Re: Rewired (polling) Actions
Post by: Guavaman on May 12, 2015, 04:20:47 PM
Many thanks to Gauavman for Rewire and many thanks to davebac for making the first actions.

You're welcome and I hope it helps you make great games. I'm glad davebac took the time to make these actions. Thanks!

It is nice to see you around here, Guavaman!

Thanks LogLady! I've been recommending these actions to people who use Rewired until I can get around to making a (more) complete set. I'm glad to see they work for multiplayer without issue.
Title: Re: Rewired (polling) Actions
Post by: LogLady on May 13, 2015, 01:55:09 PM
Would be great some actions for Vibration/Rumble.  ^^
Title: Re: Rewired (polling) Actions
Post by: Guavaman on May 13, 2015, 02:37:51 PM
Would be great some actions for Vibration/Rumble.  ^^

Vibration requires accessing the controllers assigned to the Player directly, which isn't part of these existing actions.

I plan on working on PM actions once I'm finished with my current (and very time demanding) contract project and I finish the new drop-in control remapping screen I was working on last month. I'm estimating I can start working on official PM actions in mid June if all goes well. I can't do anything until then.

If you want to add the actions, here's how you access vibration:
http://guavaman.com/projects/rewired/docs/HowTos.html#Vibration-XInput-Controllers
Title: Re: Rewired (polling) Actions
Post by: LogLady on May 13, 2015, 03:04:22 PM
I hope you can finish this job soon. ^^

Sadly I have no idea how to make those actions...  :-[
Title: Re: Rewired (polling) Actions
Post by: devotid on June 24, 2015, 07:57:24 AM
Just wanted to say THANK YOU for these actions and making my next few years much happier and stress free.  Being a Simulation (cars) developer, Standard "Unity Input" has had me pulling my hair out for years.

Again. Thanks for these.
Title: Re: Rewired (polling) Actions
Post by: inyourbus on August 06, 2015, 08:02:09 AM
Any news on official rewire actions?
Title: Re: Rewired (polling) Actions
Post by: Guavaman on August 06, 2015, 10:55:44 AM
They're next on my list of things to do. The Control Mapper (http://guavaman.com/projects/rewired/docs/ControlMapper.html) addon took an extra long time to finish, and at present I have some contract work I must get done before I can get to PM actions.
Title: Re: Rewired (polling) Actions
Post by: inyourbus on August 07, 2015, 03:43:00 AM
Thanks for the info, FYI link to control mapper is broke for me, you left the " " in the link.


Great work on the control mapper. looks superb.
Title: Re: Rewired (polling) Actions
Post by: Guavaman on August 07, 2015, 11:17:19 AM
Thanks for the info, FYI link to control mapper is broke for me, you left the " " in the link.

I do see the %20 in the link when I hover the mouse over it, but that is not there in the source of the post. Bug in the forum? I don't know. Here's the raw link:

http://guavaman.com/projects/rewired/docs/ControlMapper.html

Edit: Oh I see, the software doesn't want me to use quotes to surround the URL in the url tag.
Title: Re: Rewired (polling) Actions
Post by: twiggyash on August 19, 2015, 12:33:51 PM
Hi guys, I'm trying to use the Playmaker Actions script 'RewiredGetAxis.cs' but I'm getting this error: Assets/Rewired/RewiredGetAxis.cs(21,13): error CS0029: Cannot implicitly convert type `Rewired.Player' to `Player' .
Can you help me?

Thanks a lot!
Title: Re: Rewired (polling) Actions
Post by: Guavaman on August 19, 2015, 01:56:54 PM
Hi guys, I'm trying to use the Playmaker Actions script 'RewiredGetAxis.cs' but I'm getting this error: Assets/Rewired/RewiredGetAxis.cs(21,13): error CS0029: Cannot implicitly convert type `Rewired.Player' to `Player' .
Can you help me?

You have another class in your project called Player in the default namespace which is overriding the Rewired.Player class and confusing the compiler.

The easiest way to fix this issue would be to put the using Rewired declaration inside the namespace declaration in the PlayMaker actions, however the OP (who made the actions) did not put them in any namespace. The only other way to fix it would be to replace all the references to Player in the script with Rewired.Player.

I just modified the original CS file and put all the classs inside the Rewired.Integration.PlayMaker namespace. Replace the CS file with the one attached here and it should work.
Title: Re: Rewired (polling) Actions
Post by: twiggyash on August 20, 2015, 07:01:30 AM
Thanks a lot!!! Now it works flawlessly!
Have a nice day!
Title: Re: Rewired (polling) Actions
Post by: strange_aeons on September 04, 2015, 07:57:07 PM
any estimate on when those official rewired actions will be available? and will you be doing up documentation to go with it?
Title: Re: Rewired (polling) Actions
Post by: Guavaman on September 05, 2015, 12:00:18 AM
any estimate on when those official rewired actions will be available? and will you be doing up documentation to go with it?

Every time I estimate I am wrong because something else comes up. They're next on the list, but I can't say whether it will be a week or a month or longer.

Rewired is already thoroughly documented. It doesn't need to have another set of docs for PlayMaker.
Title: Re: Rewired (polling) Actions
Post by: strange_aeons on September 07, 2015, 07:45:52 AM
i feel kinda stupid now. the documentation you have is great, i was really impressed at how helpful and well made it all was. unfortunately i cant program and realized coding is necessary while going thru the quick start guide you made :( will coding still be required after you've done the official rewired playmaker support?
Title: Re: Rewired (polling) Actions
Post by: Guavaman on September 07, 2015, 11:01:29 AM
i feel kinda stupid now. the documentation you have is great, i was really impressed at how helpful and well made it all was. unfortunately i cant program and realized coding is necessary while going thru the quick start guide you made :( will coding still be required after you've done the official rewired playmaker support?

Coding will definitely be required for some things. There are some parts of the API that are just not possible to make in to PlayMaker actions, especially the control remapping stuff. (You can use Control Mapper for this, but making your own custom screen via PlayMaker will not be possible.)

There's nothing in the quick start that you can't do right now with these PM actions in this thread without coding.
Title: Re: Rewired (polling) Actions
Post by: strange_aeons on September 07, 2015, 05:48:41 PM
hey thanks Guavaman, i just needed to work out how to make use of the PM actions, but i think ive got it now!
Title: Re: Rewired (polling) Actions
Post by: SunburyStudios on September 12, 2015, 10:26:52 PM
Care to shed some light?  I am really at a loss on how to make the play maker actions send events etc.  Rewired looks amazing but I just don't get how to make it work.
Title: Re: Rewired (polling) Actions
Post by: Guavaman on September 12, 2015, 11:18:54 PM
Care to shed some light?  I am really at a loss on how to make the play maker actions send events etc.  Rewired looks amazing but I just don't get how to make it work.

Create a variable to fill with the value from the Rewired PM action (GetButton, GetButtonDown, GetAxis, etc). Add the Rewired PM action to the FSM. In the Value field, click the box to the right and choose your variable from the dropdown. Now the variable will be populated by the Rewired polling event. Enter the Action Name for the Rewired Action you want to watch, then click Every Frame to make it update the value each frame. Now you have a variable that contains the button state / axis value. Just use a logic test (bool test for buttons, float for axes) to do something with that value.

Disclaimer: I didn't make these actions and I am by no means a PlayMaker expert so I cannot give you advice on best practices. The only time I've ever used PlayMaker was to make a set of actions for another of my asset store tools.
Title: Re: Rewired (polling) Actions
Post by: SunburyStudios on September 13, 2015, 04:09:15 PM
Actually that was fantastic help!  I wrote another reply saying I still couldn't get it.  Then it worked, not sure what I did, thanks a ton.
Title: Re: Rewired (polling) Actions
Post by: Guavaman on September 28, 2015, 09:53:40 PM
Rewired's next release includes PlayMaker actions for a variety of tasks. The announcement and instructions on how to get early access to updates can be found here: http://forum.unity3d.com/threads/rewired-advanced-input-for-unity.270693/page-24#post-2316433

The new actions also allow you to directly fire events based on input without having to store the value in a variable first.
Title: Re: Rewired (polling) Actions
Post by: inyourbus on September 28, 2015, 10:40:35 PM
That's great news. Thanks for all the hard work!!
Title: Re: Rewired (polling) Actions
Post by: Guavaman on September 28, 2015, 11:53:20 PM
 :)
Title: Re: Rewired (polling) Actions
Post by: Guavaman on October 11, 2015, 05:55:01 PM
Rewired 1.0.0.70 is now live on the Unity Asset Store and includes a PlayMaker integration pack which you can install from the menu.
Title: Re: Rewired (polling) Actions
Post by: LogLady on October 12, 2015, 03:54:08 PM
YAY!!!!!!!!

THANKS A LOT!  :D :D :D
Title: Re: Rewired (polling) Actions
Post by: strange_aeons on November 23, 2015, 04:06:12 PM
would anyone know how i could change an existing action that gets input from unity input manager to take input from rewired? i need the playmaker action Get Axis Vector to accept Rewired "actions".
Title: Re: Rewired (polling) Actions
Post by: Guavaman on November 24, 2015, 01:15:28 PM
would anyone know how i could change an existing action that gets input from unity input manager to take input from rewired? i need the playmaker action Get Axis Vector to accept Rewired "actions".

This does not sound like the right approach. You're essentially trying to turn the default input Actions into the Rewired Actions. Why? So you don't have to replace the Actions in your FSMs with the Rewired versions? This is not a good idea for many reasons, for example you won't be able to update Playmaker without overwriting your changes.

If you _really_ want to do this, you're going to have to make a lot of changes to the input Actions so they take the variables Rewired needs and call the Rewired methods. If you don't know C# well or how to write custom Actions, this is going to be a difficult task for you.
Title: Re: Rewired (polling) Actions
Post by: strange_aeons on November 24, 2015, 06:42:29 PM
oh god, starting to feel so dumb. i really dont want to do that plan, i had the naive idea that it would be just a matter of changing a variable or something and then saving it as a new action so it would be seperate from the original Get Axis Vector. i do use the Rewired actions you made and they are great, i guess this is just me trying to figure out how achieve something i'd managed to do before i got Rewired.

so now i think in theory, i should be able to do the exact same thing by using Rewired Player Get Axis, for both axis. then put that input into Get Position, which takes float variables and puts them both into a vector3 variable. is that the same as Get Axis Vector? im not at home now, so i will have to try it later
Title: Re: Rewired (polling) Actions
Post by: Guavaman on November 24, 2015, 08:31:45 PM
oh god, starting to feel so dumb. i really dont want to do that plan, i had the naive idea that it would be just a matter of changing a variable or something and then saving it as a new action so it would be seperate from the original Get Axis Vector. i do use the Rewired actions you made and they are great, i guess this is just me trying to figure out how achieve something i'd managed to do before i got Rewired.

so now i think in theory, i should be able to do the exact same thing by using Rewired Player Get Axis, for both axis. then put that input into Get Position, which takes float variables and puts them both into a vector3 variable. is that the same as Get Axis Vector? im not at home now, so i will have to try it later

I don't know exactly what you're trying to achieve, but Rewired has Actions for both GetAxis and GetAxis2D. GetAxis returns a float from -1 to 1 and GetAxis2D returns a Vector2 between -1, -1 and 1, 1.

Directly putting joystick axes into a transform position vector isn't going to work. You'd just be setting the position to a range between -1 and +1 on one or all axes.
Title: Re: Rewired (polling) Actions
Post by: strange_aeons on November 24, 2015, 09:00:19 PM
trying to achieve this kind of behavior on a player.

https://www.youtube.com/watch?v=ZCf21xBeBQI

as you said, that directly putting joystick axis into a transform position vector would just set the a position between -1 and 1, but would i be able to then put the Smooth Look At action to cause the player to look at that direction (using the Right Stick on xbox360 controller). this is not to achieve movement, just just to control the direction the player is facing. going to leave here shortly and will try it out.
Title: Re: Rewired (polling) Actions
Post by: craigz on June 26, 2016, 03:59:57 PM
trying to achieve this kind of behavior on a player.

https://www.youtube.com/watch?v=ZCf21xBeBQI

as you said, that directly putting joystick axis into a transform position vector would just set the a position between -1 and 1, but would i be able to then put the Smooth Look At action to cause the player to look at that direction (using the Right Stick on xbox360 controller). this is not to achieve movement, just just to control the direction the player is facing. going to leave here shortly and will try it out.

Sorry to revive this! Has anyone been able to get this type of thing working? (player turning to face direction of movement)

I know there's the Rewired Get Axis 2D, but the PlayMaker Get Axis Vector is doing some other calculations on top of getting the input?

(http://i.imgur.com/tzLeXkP.jpg)
Title: Re: Rewired (polling) Actions
Post by: DennisJensen on September 27, 2017, 06:26:20 AM
Hey Guys,

So I looked at the example files how to assign joysticks based on button press.

Does this work with playmaker actions as well? Since I'm unable to find the joystick.GetAnyButtonDown

I would like to use this in a way where the player presses "A" and then joins, but it can be two players on keyboard and two on joysticks.

Cheers
/Dennis