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Latest input Activity

Quantum Duck
August 29, 2024 10:49 PM
Devlog #21 (In Control) -- June 2, 2019

Hello Space Cadets,

Time for another monthly update. A huge part of my time working on Raygun Gadabout this past month has been fixing bugs and polishing things to try and get out another alpha test.

I’m pretty excited at the state of the game at the moment. There’s a proper loop with objectives and …

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Hi,
I'm considering intergrating Steam Input API for my game (in Unity), but the docs seem very confusing and I'm not sure even if it's worth.

The goal is to achieve "Full Controller Support" on Steam for both usability and marketing reasons, and it says that integrating Steam Input API makes it easi…

3,411 views
Tom Sloper
February 27, 2023 12:40 AM

Please don't necro. Thread locked.

11,044 views

I tried: 

RenderInitialize(){
	DirectInput InputManager = new DirectInput();
}
RenderLoop(){
	Mouse mouse = new Mouse(InputManager);
	MouseState mouseState = new MouseState
	mouse.Acquire();
	mouse.getCurrentState(ref mouseState);
	Console.WriteLine("X: " + mouseState.X + " Y: " + mouseState.Y)…
5,712 views

Hi all! I'm working on a 2D platformer game and have a character that is able to do most basic moves, but I'm not really happy with my code. I recently found out about Unity's new Input System, so I followed their documentation and got it all set up. And then…. ran into a few questions. Some are fl…

4,440 views

TL;DR; As I wrote above, I read from the MSDN stuff that you can have either use WMINPUT message but TranslateMessage/DispatchMessage will consume it and remove the QSRAWINPUT flag from the OS queue where the raw input data is stored or you can have GetRawInputBuffer to return try getting stuff fro…

8,827 views
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