Playmaker Forum
PlayMaker Updates & Downloads => Share New Actions => Topic started by: Digitom on March 11, 2020, 05:59:49 PM
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Hello,
I have created custom actions for the Input System.
(https://hutonggames.com/playmakerforum/index.php?action=dlattach;topic=21797.0;attach=16453)
First, make sure you have git installed on your computer: https://git-scm.com/download/win
You can install these actions using this git address and the package manager:
(https://hutonggames.com/playmakerforum/index.php?action=dlattach;topic=21797.0;attach=16455;image)
https://gitlab.com/toomasio/playmakerinputsystemactions.git
To update the package, delete the 'packages-lock.json' file in your UnityProject\Packages
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Fantastic. Thanks for that!
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Hi Digitom,
Thanks for taking the time to make those actions.
I was wondering if you had the same experience as myself with the Read Bool Value while using a gamepad (I am using a Logitech F310). It seems to flicker true/false while the joystick is rotated around the extremeties of movement (Bool_Flicker.PNG). Pushing in one direction continuously is fine (the read is solid) but for example - going from full forwards and adding some turn to the sides it flickers all the while the stick is moving.
Cheers
JG
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I was wondering if you had the same experience as myself with the Read Bool Value while using a gamepad (I am using a Logitech F310). It seems to flicker true/false while the joystick is rotated around the extremeties of movement (Bool_Flicker.PNG). Pushing in one direction continuously is fine (the read is solid) but for example - going from full forwards and adding some turn to the sides it flickers all the while the stick is moving.
Is it flickering because of changes in the stick rotation only when pushed to the edge?
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It is flickering anytime the joystick (tried both L & R) is not at 0 and is moved around continuously. At 0 it reads a steady 'False' (as it should). Held at any direction at max I get a steady 'True' (as it should). But anytime the stick is in motion the flickering occurs. Like the rotating the stick in circles to all corners at full extents for calibration.
My character seems to be moving smoothly but that could be due to early stages, no optimisation required yet, its just a box. decent PC speed etc.
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Might be a sensitivity thingy.
If this doesn't affect the smoothness of the character, maybe it's not a big issue. If it returns and proves annoying during the beta, perhaps you will have to keep an eye on the stick's movement and angle manually, that is, ignore the flickering when you are above certain values and do the float comparisons yourself as a measure of precaution.
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@Digitom Thank you so much for this. I'm getting the MVP done for a multiplayer RPG and I've wanted the ease of the new input system and Playmaker in one. I'm grateful you've done this and I hope you continue to develop these actions out in the future.
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@digitom dude this looks incredible!! Thanks for putting this together and posting for everyone. Just getting started and this seems massively helpful for thinking about all different types of input devices.
You are awesome!
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I'm having some freezes and weird things happening using these FSMs.
One thing I really noticed, is the Vector2 values are instantly 1 or -1. In old input method, the Get Axis action had a really nice smooth ramp from 0 to 1/-1, which made for lovely smooth movement. I also miss the multiplier form the Get Axis, as it was so useful for adding forces etc.
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You should be able to return analog values, too, by going into the input asset (where you set everything up) and inspect the options under the vector2 binding.
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Hi there, I decided to use the unity new input system using the new actions.
Edit: just spotted the error with the W, A, S and D keys. it's an easy fix:
The 3D SHMUP tutorial looked great but needed to be adjusted for the new input system.
Link to the tutorial: https://www.youtube.com/watch?v=zxA0QncpT28 (https://www.youtube.com/watch?v=zxA0QncpT28)
The easiest instructions Re: The new input can be found here:
https://www.youtube.com/watch?v=yRI44aYLDQs (https://www.youtube.com/watch?v=yRI44aYLDQs)
Here is a screenshot of my input: https://ibb.co/5LXmK7T (https://ibb.co/5LXmK7T)
Here are the actions in the FSM: https://ibb.co/rMJNHvD (https://ibb.co/rMJNHvD)
Notice I am using a custom action "CustomGetAxisVector" This action uses float values rather than Axis, with the added benefit of a handy multiplier.
However, the custom action seems unavailable within the Ecosystem.
Hope that this information proves to be helpful.
Regards, colpolstudios
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Hi, again I've been busy assigning new controls.
By just copying the 2d vector within the new unity inputs you can assign different varitions to the controler used.
I have playstation controller D-pad + left joystick and similar with a Xbox.
However I have ran into an issue when building to web GL.
I have attached the log info:
I have some unity errors when building to Web GL.
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I tried to build again, but this time I removed the playmaker Wizard and the link file.
Still will not build.
I have sent an error report today.
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I tried to build again, but this time I removed the playmaker Wizard and the link file.
Still will not build.
I have sent an error report today.
At the bottom of the log I see this:
UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x0027c] in <9ddd600ae5964fe0b21a870e08c53748>:0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <9ddd600ae5964fe0b21a870e08c53748>:0
Perhaps try a search on the web for this.
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hi.
This is the 1st error, try googling it :
compiler frontend failed to generate LLVM bitcode, halting
it seems to be a unity issue.
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Are you using some 2020 beta?
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No, I am using the normal standard version.
But I have not on this project for some time.
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Hello everyone. Apologies for not updating this package in a while. I am currently transferring this to a "PackageManager" package that you can just install using the package manager. I have also improved this action set so you can use it with the player input component...making it compatible with the player manager. Will post by end of week. Thanks for your patience.
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I have updated this package to a git install. You can install now using the package manager and this address: https://gitlab.com/toomasio/playmakerinputsystemactions.git
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Hi.
I didn't know yet that you could do a git install.
Maybe the Ecosystem could be added with this as well as you probably can do this in code as well.
if so it could install the latest version of the Ecosystem automatically (with some confirm popups)
For the action package, maybe jean can give access to the Ecosystem Action github.
i will ping Jean to have a look :)
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Hi.
I didn't know yet that you could do a git install.
Maybe the Ecosystem could be added with this as well as you probably can do this in code as well.
if so it could install the latest version of the Ecosystem automatically (with some confirm popups)
For the action package, maybe jean can give access to the Ecosystem Action github.
i will ping Jean to have a look :)
Yeah if they want to add these to the ecosystem I have no problem with that. I am currently migrating a bunch of tools, I have made for educational purposes, to separate packages on my gitlab for free. It's just easier for me to update things this way vs doing it through the custom actions repo. I plan on adding more of the neat API functions from the input system showcased here:
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Update Nov 27, 2020: Base systems cleanup. Added Enable/Disable actions for maps and actions. Added a rebind action.
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Hello, I am unsure how to install it.
Could you possibly give some instructions, please?
Oh, whats the oldest version of unity that supports the new input system?
It was on preview in older versions of Unity, but possibly those versions do not work with your package?
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Hello, I am unsure how to install it.
Could you possibly give some instructions, please?
Oh, whats the oldest version of unity that supports the new input system?
It was on preview in older versions of Unity, but possibly those versions do not work with your package?
Installation instructions are in the repo link.
Plenty of other tutorials on youtube for the new input system as well.
I am unsure what other Unity versions are compatible with the new input system but I think it is 2019 and up.
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Hello,
I have created custom actions for the Input System.
Whenever I add the URL and press add it doesn't do anything, Do I need to restart unity after that?
Whenever I paste the link to the package manager and press add it doesn't do anything.. Do I need to restart unity?
(https://hutonggames.com/playmakerforum/index.php?action=dlattach;topic=21797.0;attach=16453)
You can install these actions using this git address and the package manager:
(https://hutonggames.com/playmakerforum/index.php?action=dlattach;topic=21797.0;attach=16455;image)
https://gitlab.com/toomasio/playmakerinputsystemactions.git
To update the package, delete the 'packages-lock.json' file in your UnityProject\Packages
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Hello,
I have created custom actions for the Input System.
Whenever I add the URL and press add it doesn't do anything, Do I need to restart unity after that?
Whenever I paste the link to the package manager and press add it doesn't do anything.. Do I need to restart unity?
(https://hutonggames.com/playmakerforum/index.php?action=dlattach;topic=21797.0;attach=16453)
You can install these actions using this git address and the package manager:
(https://hutonggames.com/playmakerforum/index.php?action=dlattach;topic=21797.0;attach=16455;image)
https://gitlab.com/toomasio/playmakerinputsystemactions.git
To update the package, delete the 'packages-lock.json' file in your UnityProject\Packages
Hello. Any errors pop up in the console? Make sure you have GIT installed on your computer, then restart unity. https://git-scm.com/download/win
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Can anyone explain how to use this actions to configuring new input system to work with touch (swipe, tap etc)? Thanks!
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I have updated this package to a git install. You can install now using the package manager and this address: https://gitlab.com/toomasio/playmakerinputsystemactions.git
Hey Digitom, I got everything working... thanks for this! How am I able to get the input from the joystick? I tired using 'Input System Read Vector2 Value' and assigned a vector2 variable, but it's not working. Is there another Action I should use? Thanks!
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I have updated this package to a git install. You can install now using the package manager and this address: https://gitlab.com/toomasio/playmakerinputsystemactions.git
Hey Digitom, I got everything working... thanks for this! How am I able to get the input from the joystick? I tired using 'Input System Read Vector2 Value' and assigned a vector2 variable, but it's not working. Is there another Action I should use? Thanks!
Hello. I have not fully tested this for XR input use, but I am pretty sure the new Input System just spits out either a Float Value, Vector2 Value, or Button(bool) value from the action input. One of these should work if the action asset is set up properly. I also noticed you have an Index of of range error. Might be a good idea to open up the console to see if this is interfearing with other logic.
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Anyone getting Vector2's when using these Actions? If so, could you post a screenshot of your setup please? I'm able to get the buttons to work, but I'm having trouble getting my Oculus joysticks to output the data. Thanks.
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I have updated this package to a git install. You can install now using the package manager and this address: https://gitlab.com/toomasio/playmakerinputsystemactions.git
Hey Digitom, I got everything working... thanks for this! How am I able to get the input from the joystick? I tired using 'Input System Read Vector2 Value' and assigned a vector2 variable, but it's not working. Is there another Action I should use? Thanks!
Hello. I have not fully tested this for XR input use, but I am pretty sure the new Input System just spits out either a Float Value, Vector2 Value, or Button(bool) value from the action input. One of these should work if the action asset is set up properly. I also noticed you have an Index of of range error. Might be a good idea to open up the console to see if this is interfearing with other logic.
So I gave this another shot, the buttons work but the joystick Vector2 is not being read. I'm not getting any more errors so everything should be working. Would you mind double-checking your code for the 'Input System Read Vector2 Value' Action? Maybe it's not being read every frame or something. Or if you have another Action I could try, let me know. Thanks!
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I have updated this package to a git install. You can install now using the package manager and this address: https://gitlab.com/toomasio/playmakerinputsystemactions.git
Hey Digitom, I got everything working... thanks for this! How am I able to get the input from the joystick? I tired using 'Input System Read Vector2 Value' and assigned a vector2 variable, but it's not working. Is there another Action I should use? Thanks!
Hello. I have not fully tested this for XR input use, but I am pretty sure the new Input System just spits out either a Float Value, Vector2 Value, or Button(bool) value from the action input. One of these should work if the action asset is set up properly. I also noticed you have an Index of of range error. Might be a good idea to open up the console to see if this is interfearing with other logic.
So I gave this another shot, the buttons work but the joystick Vector2 is not being read. I'm not getting any more errors so everything should be working. Would you mind double-checking your code for the 'Input System Read Vector2 Value' Action? Maybe it's not being read every frame or something. Or if you have another Action I could try, let me know. Thanks!
yeah the vector2 read value action works every frame on my end. There might be some extra setup needed for XR to get the joysticks to work inside the input system. You can run tests using a normal gamepad or keyboard as well to make sure your input actions are set up properly for vector2 output. Then you will know if its the action asset or the XR input. Unfortunately I do not have an XR system setup so I can not help you further than what is presented here.
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Thanks. I am able to get the keyboard to work now. I made a new Input Action set, so maybe there's something that is causing issues within the XR Input sample.
Another question, when I press the W key, I get a 1 in the Y like it should within the Vector2. Is there a way to reset that to 0 when I unpress the W key?
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Thanks. I am able to get the keyboard to work now. I made a new Input Action set, so maybe there's something that is causing issues within the XR Input sample.
Another question, when I press the W key, I get a 1 in the Y like it should within the Vector2. Is there a way to reset that to 0 when I unpress the W key?
I updated the package so it does not use event handlers anymore. It just uses simple read methods from the input assets in the OnUpdate method. You will need to check "every frame" now when reading values. Also added the option to bypass the player input if needed, but you will need to make sure you enable the action before using it (using the Enable Action)...or it wont work. Hope this helps!
read inital post for update instructions.
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Thanks. I am able to get the keyboard to work now. I made a new Input Action set, so maybe there's something that is causing issues within the XR Input sample.
Another question, when I press the W key, I get a 1 in the Y like it should within the Vector2. Is there a way to reset that to 0 when I unpress the W key?
I updated the package so it does not use event handlers anymore. It just uses simple read methods from the input assets in the OnUpdate method. You will need to check "every frame" now when reading values. Also added the option to bypass the player input if needed, but you will need to make sure you enable the action before using it (using the Enable Action)...or it wont work. Hope this helps!
read inital post for update instructions.
Thanks for the update. So it sort of works. When I initially play the scene, it does not grab the values. When I press the Trigger and leave the State then go back to it, it pulls the X and Y value for about a 1/2 second then stops working. A second later it zeros them out again until I leave the State and go back. Thoughts?
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Thanks. I am able to get the keyboard to work now. I made a new Input Action set, so maybe there's something that is causing issues within the XR Input sample.
Another question, when I press the W key, I get a 1 in the Y like it should within the Vector2. Is there a way to reset that to 0 when I unpress the W key?
I updated the package so it does not use event handlers anymore. It just uses simple read methods from the input assets in the OnUpdate method. You will need to check "every frame" now when reading values. Also added the option to bypass the player input if needed, but you will need to make sure you enable the action before using it (using the Enable Action)...or it wont work. Hope this helps!
read inital post for update instructions.
Thanks for the update. So it sort of works. When I initially play the scene, it does not grab the values. When I press the Trigger and leave the State then go back to it, it pulls the X and Y value for about a 1/2 second then stops working. A second later it zeros them out again until I leave the State and go back. Thoughts?
I would just constantly read the X,Y values in a separate FSM so it does not get interrupted with the trigger logic. Also make sure you Enable the action. Another thing you might have to do is change the action type of your action to "Pass-Through" in the asset file. I created a similar scenario where I leave a state, come back, and everything seems to be working on my end. Do a test with non-XR inputs to see if you get the same results.
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I got it working now with using a keyboard. I'll have to check the joystick later tonight when I get home form work. So it looks like it doesnt show in the "Store Value" unless you create a variable. I thought it would populate the X and Y in the 'Input System Read Vecor2 Value'.
Any what did you mean by "make sure you enable the action"? I thought if the FSM is on the game object it should work.
Thanks again for all your help!
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I got it working now with using a keyboard. I'll have to check the joystick later tonight when I get home form work. So it looks like it doesnt show in the "Store Value" unless you create a variable. I thought it would populate the X and Y in the 'Input System Read Vecor2 Value'.
Any what did you mean by "make sure you enable the action"? I thought if the FSM is on the game object it should work.
Thanks again for all your help!
Yes you need to create a variable or else you can't use that data anywhere else. If you are not using PlayerInput as the source, you will need to Enable the action to use it. PlayerInput component automatically enables the actions for you if you use it as the source. In most scenarios you will just use the PlayerInput component for ease of use, but I added an option to not use it just in case people wanted more fine control.
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I got it working now with using a keyboard. I'll have to check the joystick later tonight when I get home form work. So it looks like it doesnt show in the "Store Value" unless you create a variable. I thought it would populate the X and Y in the 'Input System Read Vecor2 Value'.
Any what did you mean by "make sure you enable the action"? I thought if the FSM is on the game object it should work.
Thanks again for all your help!
Yes you need to create a variable or else you can't use that data anywhere else. If you are not using PlayerInput as the source, you will need to Enable the action to use it. PlayerInput component automatically enables the actions for you if you use it as the source. In most scenarios you will just use the PlayerInput component for ease of use, but I added an option to not use it just in case people wanted more fine control.
Sounds good, thanks.
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I got it working now with using a keyboard. I'll have to check the joystick later tonight when I get home form work. So it looks like it doesnt show in the "Store Value" unless you create a variable. I thought it would populate the X and Y in the 'Input System Read Vecor2 Value'.
Any what did you mean by "make sure you enable the action"? I thought if the FSM is on the game object it should work.
Thanks again for all your help!
Yes you need to create a variable or else you can't use that data anywhere else. If you are not using PlayerInput as the source, you will need to Enable the action to use it. PlayerInput component automatically enables the actions for you if you use it as the source. In most scenarios you will just use the PlayerInput component for ease of use, but I added an option to not use it just in case people wanted more fine control.
Is there an action in which I can get the Vector3 of a controller for example?
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I got it working now with using a keyboard. I'll have to check the joystick later tonight when I get home form work. So it looks like it doesnt show in the "Store Value" unless you create a variable. I thought it would populate the X and Y in the 'Input System Read Vecor2 Value'.
Any what did you mean by "make sure you enable the action"? I thought if the FSM is on the game object it should work.
Thanks again for all your help!
Yes you need to create a variable or else you can't use that data anywhere else. If you are not using PlayerInput as the source, you will need to Enable the action to use it. PlayerInput component automatically enables the actions for you if you use it as the source. In most scenarios you will just use the PlayerInput component for ease of use, but I added an option to not use it just in case people wanted more fine control.
Is there an action in which I can get the Vector3 of a controller for example?
This is more of a basic PlayMaker question. I would ask this somewhere else. If you run into any other issues with this plugin as again here. Thanks.
example of controller movement:
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I got it working now with using a keyboard. I'll have to check the joystick later tonight when I get home form work. So it looks like it doesnt show in the "Store Value" unless you create a variable. I thought it would populate the X and Y in the 'Input System Read Vecor2 Value'.
Any what did you mean by "make sure you enable the action"? I thought if the FSM is on the game object it should work.
Thanks again for all your help!
Yes you need to create a variable or else you can't use that data anywhere else. If you are not using PlayerInput as the source, you will need to Enable the action to use it. PlayerInput component automatically enables the actions for you if you use it as the source. In most scenarios you will just use the PlayerInput component for ease of use, but I added an option to not use it just in case people wanted more fine control.
Is there an action in which I can get the Vector3 of a controller for example?
This is more of a basic PlayMaker question. I would ask this somewhere else. If you run into any other issues with this plugin as again here. Thanks.
example of controller movement:
Hi, what I mean is that I would like to get the Vector3 of a VR controllers position and rotation in local space. Similar to your 'Input System Read Vector2 Value', but a read Vector3 for both position and rotation, ideally separately. I think that's the last piece of the XR puzzle. :) I appreciate your help!
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I got it working now with using a keyboard. I'll have to check the joystick later tonight when I get home form work. So it looks like it doesnt show in the "Store Value" unless you create a variable. I thought it would populate the X and Y in the 'Input System Read Vecor2 Value'.
Any what did you mean by "make sure you enable the action"? I thought if the FSM is on the game object it should work.
Thanks again for all your help!
Yes you need to create a variable or else you can't use that data anywhere else. If you are not using PlayerInput as the source, you will need to Enable the action to use it. PlayerInput component automatically enables the actions for you if you use it as the source. In most scenarios you will just use the PlayerInput component for ease of use, but I added an option to not use it just in case people wanted more fine control.
Is there an action in which I can get the Vector3 of a controller for example?
This is more of a basic PlayMaker question. I would ask this somewhere else. If you run into any other issues with this plugin as again here. Thanks.
example of controller movement:
Hi, what I mean is that I would like to get the Vector3 of a VR controllers position and rotation in local space. Similar to your 'Input System Read Vector2 Value', but a read Vector3 for both position and rotation, ideally separately. I think that's the last piece of the XR puzzle. :) I appreciate your help!
Ah I see. I added Vector3 and Quaternion to the new update. Hope it works!
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I see. I added Vector3 and Quaternion to the new update. Hope it works!
You're fast! Well it's not pulling in the Vector3's. Do you think a Late Update would help? I know the controllers position and rotation is working since I have the XR Controller script active. If you look at the right part of the screenshot you'll see that the Input Actions are correct (XR Controller).
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I see. I added Vector3 and Quaternion to the new update. Hope it works!
You're fast! Well it's not pulling in the Vector3's. Do you think a Late Update would help? I know the controllers position and rotation is working since I have the XR Controller script active. If you look at the right part of the screenshot you'll see that the Input Actions are correct (XR Controller).
Yeah not sure what is going on there. If there are any errors that pop up in the console let me know. I am simply Reading Vector3 output from the action...if the input is vector3 it should be spitting out that value.
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are any multiplayer actions in the works for the new input system? i would like to be able to detect which player has which input device, set input devices manually via playmaker actions , rn i need a additional non playmaker stuff to get local multiplayer to function
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Thanks for the useful assets.
I made something like a diagram.
Only triggeredEvents worked.
How can I make it work like trigger down and trigger up?