Search Unity

Unresponsive Physical Buttons

Discussion in 'PSM' started by jerbot, Apr 14, 2014.

  1. jerbot

    jerbot

    Joined:
    Jan 30, 2014
    Posts:
    2
    Hello all,

    New to PSM dev, just received my publisher license this morning. I'm porting over a platformer that a friend and I have been working on for PC. I've remapped the input per the PSM documentation, and the buttons work but they're very unresponsive. They trigger maybe once ever 4-5 pushes.

    Has anyone else encountered this? Any suggestions would be much appreciated.

    thanks!
     
  2. danieljlezama

    danieljlezama

    Joined:
    Aug 29, 2013
    Posts:
    14
    That's weird, are you using, "Input.GetKeyDown" to detect the buttons pressed on your PS Vita?
     
  3. jerbot

    jerbot

    Joined:
    Jan 30, 2014
    Posts:
    2
    Yes, that's what we're using. My original theory was that the issue is physics related, but I've tweaked gravity, drag and mass without success.

    Also, input gravity and sensitivity tweaks didn't seem to make any impact.
     
  4. danieljlezama

    danieljlezama

    Joined:
    Aug 29, 2013
    Posts:
    14
    Could you share some of your code? the part where you handle the PSVita inputs.
     
  5. jesusluvsyooh

    jesusluvsyooh

    Joined:
    Jan 10, 2012
    Posts:
    377

    Have you tried a completely blank project, using the input controls your using to do very basic things, there maybe some background activity or 'feature' ? the ps vita doesn't like, as unity-psm is still fairly new and we don't have access to your code or project its hard to debug.
    But yeh, if its still occurring try a blank project.
     
  6. PeterD

    PeterD

    Joined:
    Feb 6, 2013
    Posts:
    120
    One of the gotchas that people have been unaware they are a victim of are the shader errors that spam constantly in the background. These will reduce a scene to near single digit frame rates but, otherwise cause no other visible effects (unless you notice that something that should have a shader is mysteriously missing it).

    So while I can't gurantee that is the problem. I would at least check that the scene in which you are moving the character doesn't have a dodgy shader slowing it down.
     
  7. jesusluvsyooh

    jesusluvsyooh

    Joined:
    Jan 10, 2012
    Posts:
    377
    Add a frames per second counter on all your scenes to try narrow down problems. On one of mine I'm getting 5fps, and on another scene I'm getting 100fps +

    Also analogue, touch screen, triggers and buttons all work perfect for me :) So it must be your code or scene.
     
  8. Daymeo

    Daymeo

    Joined:
    Jan 31, 2014
    Posts:
    3
    Hey jerbot, if you dont mind me asking what are the keycodes for each button? Or where is the documentation to learn this?

    Thanks :)

    Daymeo
     
  9. jesusluvsyooh

    jesusluvsyooh

    Joined:
    Jan 10, 2012
    Posts:
    377
    Theres some unity-vita features expressed on the trouble shoot documentation, but first you have to login to sony PSM Dev portal.
    Login:
    https://psm.playstation.net/portal/en/index.html#top

    Documentation:
    https://psm.playstation.net/static/general/dev/en/unity_for_psm/psm_feature_en.html

    And if heres a snippet of whats on in documentation:
     
  10. Daymeo

    Daymeo

    Joined:
    Jan 31, 2014
    Posts:
    3
    thank you very much jesuslovesyuh. You have helped me a lot. :)

    Daymeo
     
  11. GMM

    GMM

    Joined:
    Sep 24, 2012
    Posts:
    301
    Just had the same issue with buttons not being responsive. From what i could gather it was due to me changing the default quality settings for the PSM build, meaning that the framerrate accidently got unlocked by not enabling Vsync. Changing it back solved the isue and the button once again became very responsive.
     
  12. GrahamReeves

    GrahamReeves

    Unity Technologies

    Joined:
    Apr 8, 2014
    Posts:
    30