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Unclear Setup for Joysticks - Reports 0 before release.

Discussion in 'Input System' started by nyscersul, Feb 4, 2020.

  1. nyscersul

    nyscersul

    Joined:
    Oct 17, 2018
    Posts:
    136
    I am firstly going to point out that it seems that no clear description has been made for using the input system. A manual that explains its actions, yes, but it leaves a lot to be desired.

    If unity wish to avoid the huge amount of confusion, why not simply EXPLAIN it.

    At the moment, there are few clear comments referring to the changes and how to use things in the forums, whereas the manual itself is also very confusing, there is little in the way of explanations for the interactions, or how to use the bindings, it gives very basic information but as soon as you attempt to do something yourself, it leaves you lost and uncertain, and i will show an example of this through the explanation of my own issue. Unity staff could save INCREDIBLE amounts of time for themselves and for users by solving this.

    Thus far i have tried to set up a basic dual analogue set of UI touchscreen joysticks connected to the gamepad inputs and actioned on the individual axis for movement defined within the actions. I am using the player input component on my player, and the OnScreen Joystick component on the joystick.

    Currently everything works except for one small caveat which makes NO sense. The usage of the joysticks works fine... except if you move the joystick then find your chosen level of input, and stop moving it, the joystick immediately begins to register the input as having been released. It even returns the read values to 0 as soon as you stop moving, so, i am forced to either be unable to reset the inputs, or, have them immediately reset.

    This makes no sense... the joystick is being held at that position. So why does all the code tell you that the input has been released?

    It seems impossible to get it to continue to register the input unless you keep the joystick moving.

    Overall, the input system has looked MUCH better than the previous system, but it is fatally flawed in its severe lack of clear documentation.

    It should NOT be almost impossible to find and use the required information to make a system which is completely natural, and exists as a default layout in most games.

    PLEASE make some CLEAR documentation. Searching the forums for unclear explanations that dont even state which version of the package they respond to is wasting EVERYONES time. Including the time of the people attempting to develop the new package as they have bugs being reported which dont exist, and are in fact examples of the setup being done wrong, not because the person doing it has failed to understand, but because the directions are so unclear.

    As an example...

    It appears that when you use the "pass through" input action type, you end up with no actual events being properly called... except where in the documentation is the pass through option even mentioned, let alone clearly explained?? (I am not using this as a consequence, i can find no reference to what it means)


    Seriously, atm the BIGGEST problem with the input system is not its code, but the messed up expectation that a user must collate information from so many unclear sources to use it...

    And the samples do nothing to help, they just provide further confusion.

    As a matter of comparing against other things, it has taken me four times longer to be able to use the new input system than it took me to build an entire physics system from scratch, with custom rigid bodies.

    PLEASE take note, PLEASE centralise the information.

    And... please somebody help with the issue of my UI analogue stick reporting as released when it has not been released.


    In my case...
    I am using the standard Onscreen UI stick controller and player input script to connect to the action, with NO modifications.

    It shouldn't be so hard to work out how to use a default component in a normal unmodified way.
     
    Last edited: Feb 4, 2020
  2. nyscersul

    nyscersul

    Joined:
    Oct 17, 2018
    Posts:
    136
    Even just an actual explanation of what each option in the leasts would help immensely... Its like you expect us to just poke and prod without any true understanding. I can surely guess... but it seems the logical guesses work out wrong.
     
  3. nickleplated

    nickleplated

    Joined:
    Nov 2, 2018
    Posts:
    26