Freaking amazing!! Thanks so much for your work! I'm going to make games for blind users so rumble will be an essential part of all the games I make. :) You have earned yourself a subscriber.
Why use the Gamepad.all.FirstOrDefault, rather than Gamepad.current ("The gamepad last used/connected by the player or null if there is no gamepad connected to the system.")? Is yours achieving something slightly different or is that a more recent addition to the Unity Input System?
If I read it correctly, his code distinguishes between different connected gamepads. This is useful when you have multiple PlayerInputs with linked devices, typically in a multiplayer game.
I have not tested it but it should. The new input system is designed to create a common interface for input devices so xbox, ps4, or generic contollers with motors would rumble
The old input system doesn't have the same api access to the controller motors that the new input system provides. There are paid assets the some have made that can accomplish this with the legacy input system, I believe rewired is capable of this.
Thank you so much for your dedication. You're a real wizard when it comes to the new input system!
"I threw together a simple UI"... nice job man! Great video - appreciate the effort.
Works straight-out of the box, awesome work.
you are a saint
Freaking amazing!! Thanks so much for your work! I'm going to make games for blind users so rumble will be an essential part of all the games I make. :) You have earned yourself a subscriber.
Thank you! I’ll give it a shot on my project right now!
Looking forward to implementing this very soon! Thanks!
Will try this soon! Thanks!
Nice video. You are very dedicated to this game dev stuff. Keep making more bugs! :-)
Loved this, please keep making videos:)
Hello, good job! The controller rumble in this video only works with Unity?
Is it possible to implement to any game?
Thanks :)
Thank you so much! I wish you the best!
Can i add this rumble feacture to a game that don't have any rumble and was not made with rumble in mind?
Why use the Gamepad.all.FirstOrDefault, rather than Gamepad.current ("The gamepad last used/connected by the player or null if there is no gamepad connected to the system.")? Is yours achieving something slightly different or is that a more recent addition to the Unity Input System?
If I read it correctly, his code distinguishes between different connected gamepads. This is useful when you have multiple PlayerInputs with linked devices, typically in a multiplayer game.
Wooh! Rumble!
Thanks for the video, does this work for PS4 controller as well?
I have not tested it but it should. The new input system is designed to create a common interface for input devices so xbox, ps4, or generic contollers with motors would rumble
does this work w/ joycons
Did you attach the scripts to the the player handler game object or were they attached to the UI event system?
Why you are didnt used AnimationCurve its more useful for that.
Tried for ages, couldn't get it working on my mac with a switch pro controller and SN 30 Pro+ despite everything else working :(
Is this free to use?
any chace for with old system ?
The old input system doesn't have the same api access to the controller motors that the new input system provides. There are paid assets the some have made that can accomplish this with the legacy input system, I believe rewired is capable of this.
I hate how you have to split everything off in the most confusing ways even if in your eyes you do it for clarity
Thanks it doesnt work at all and i still dont know what any of this means
I'm pretty much lost too. I wish there were more beginner friendly ways of doing this.