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Another question: We have the right-stick wired up to camera zoom, but it's way too sensitive. Your manual says to adjust sensitivity in the text fields in the Gamepad Generator inspector. See screenshot. That's opposite of what's shown in your manual screenshots, so I'm confused about what to do. If I can't find an acceptable callback to make it fully automatic, I'll certainly fallback and add some presets.

Either way, I'll certainly try and get this so you don't have to enter it in multiple times if you run on multiple platforms and switch the build platform. It will always be shown on the first entry by that name. So if you have 3 entries under 'horizontal' the overrides will only be shown on the first one.

It's important to note that those overides just like the mappings of the dropdowns should be entered in before you click generate. This allows you to create the new set without worry of messing up anything you had there before.

Yeah, if you do anything in the input manager after the fact it currently will honor whatever is in the input manager. AGG currently, only is used to automatically create those entries in the input manager for you. You can essentially view it as a database of all the current platforms and an easy way to create all of those entries at once which as anyone that has to do that directly in the input manager can attest doing them individually takes forever.

It is important to note that if I do find a suitable callback to regenerate automatically or provide a way to do presets when you switch platforms this would no longer be the case and the manual tweaks would be lost, so it's important to point this out.

Think about the following use case. You generate your controls and make your preset 2. You tweak a few manually in the Input Manager 3. You switch platforms and AGG automatically regenerates or you regenerate off the preset you previously entered Under this scenario your manual tweaks would be lost if I implement this preset functionality. In general, I aimed to have AGG allow you to adjust anything before you generated gravity, deadzone, invert, etc.

Are you finding it that you're unable to do something in AGG? If so certainly let me know, because if I add presets any manual tweaks could be overwritten when you switch platforms. Since you specifically asked about movement and I assume you are trying to map to left stick to what was the WSAD or arrow keys on the PC version of your game which in defaults is the horizontal and vertical in the input manager. Simply do the following: 1.

Select 'android' from the dropdown for platform 2. For horizontal map it to left stick horizontal 3. For vertical map it to left stick vertical 4. Click Generate The left stick on your next build to your android device will now move your character around like your keyboard controls used to for a bluetooth controller you are using I assume you are using a bluetooth controller because the micro usb port on the Gear VR is only for power not data and the one on your phone is being occupied by the gear vr so this rules out wired USB controllers like the Xbox one where they are normally available on android.

A couple of things here I didn't see an apk in your package but I did rebuild it from you project for the various scenes walk, cubes, etc. You have custom ones like 'Left Joystick Horizontal' but none of the code for your game actually checks for that. Then when I generated the controllers worked as well the 3 controllers I have.

The controller you listed Matricom G-pad BX is not a bluetooth controller its usb via a dongle and will not work in the gear vr via Unity it may work natively but not in Unity. You can try the free utility in stock android without gearvr but if nothing shows up there then Unity does not support it. You didn't mention the brand of the joystick remote but try the utility out on it which lets you know if Unity supports it.

If Unity doesn't support the controller there is nothing any plugin whether mine, InControl, etc. In general, common controllers like the xbox controller, bluetooth controllers, etc. Are all supported by Unity.

The 3 android controllers I tried after putting the inputs back all worked. In general, since you didn't have a starting point of a PC game I don't think AGG would be very useful to you also the controllers you are using don't appear to be supported by Unity so none of the other assets on the store are going to help either.

If you email me your invoice I'd be happy to get Unity to issue you a refund though. The keyboard controls worked until I ran the gamepad generator. When they didn't work after that, I assumed that the controller setup was an override. The Matricom controller is bluetooth and is paired with the Galaxy S6 being used in the gear vr.

Can you send me the apk that you built or just add it to the dropbox folder so I can check it with my gear? It is possible that I screwed up something on my end. If that doesn't work, I'll send you the invoice and check into other controllers.

Thanks My apk finally uploaded to Dropbox in case you want to check to see if I applied your program correctly. By the way, what controllers do you use? Thanks By the way, what controllers do you use? I sent the working apk back through email. I'm attaching below the 3 minimum default entries that you have to add back to the input manager via project settings - input increment the size and edit the names to match.

These are by default included with every blank project and is what first person controller works with so when you deleted them you delete by lowering the size then AGG has nothing to generate off of. To get the editor mouse fully working again in editor you probably want to add Mouse X and Mouse Y as well also default. America's Army 2: Special Forces, along with the other games in America's Army series have been completely free to download, install and play as they are fully funded by the government.

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