GamePad Repeat Rate and Analog Thumbstick Behavior?
Is there a link to documentation for NoesisView Gamepad Repeat Delay and Repeat Rate?
... This feels like a bug or issue but I'm a unsure because I haven't located the documentation the repeat rate behavior. I can increase gamepad repeat rate to a high value so that GamePad input must be reapplied while navigating UI. That's great! i .e. D-Pad Left must be hit again to cycle left through tab enabled controls. But when I try the same workflow with Left Thumb Stick the behavior appears broken. Unity seems to interpret subtle changes in analog thumbstick value to different actions (up, down, left, right, etc). So a light tap to the left thumbstick causes the Noesis UI to cycle focus through many controls very quickly, regardless of repeat delay.
Unity provides a feature called "Press Point", which seems to exist to address this behavior. When I set all analog stick inputs to a press point value of 1 the behavior doesn't go away.
Is this a known issue or a potential user error? For reference, I tried a standard Windows 11 user interface (The Settings Control) and I can navigate the UI using a gamepad without accidental cycling of control focus.
Please let me know if this makes sense... I can assemble a video comparing the above behavior if it is helpful.
Thanks!
Shaun
... This feels like a bug or issue but I'm a unsure because I haven't located the documentation the repeat rate behavior. I can increase gamepad repeat rate to a high value so that GamePad input must be reapplied while navigating UI. That's great! i .e. D-Pad Left must be hit again to cycle left through tab enabled controls. But when I try the same workflow with Left Thumb Stick the behavior appears broken. Unity seems to interpret subtle changes in analog thumbstick value to different actions (up, down, left, right, etc). So a light tap to the left thumbstick causes the Noesis UI to cycle focus through many controls very quickly, regardless of repeat delay.
Unity provides a feature called "Press Point", which seems to exist to address this behavior. When I set all analog stick inputs to a press point value of 1 the behavior doesn't go away.
Is this a known issue or a potential user error? For reference, I tried a standard Windows 11 user interface (The Settings Control) and I can navigate the UI using a gamepad without accidental cycling of control focus.
Please let me know if this makes sense... I can assemble a video comparing the above behavior if it is helpful.
Thanks!
Shaun
Re: GamePad Repeat Rate and Analog Thumbstick Behavior?
The documentation for those two properties is in the tooltips (I will add it to the documentation too)
Are you able to reproduce this in a clean project plus a new Noesis installation?
- Gamepad Repeat Delay: The initial delay (in seconds) between an initial gamepad action and a repeated gamepad action
- Gamepad Repeat Rate: The speed (in seconds) that the gamepad action repeats itself once repeating
Are you able to reproduce this in a clean project plus a new Noesis installation?
Re: GamePad Repeat Rate and Analog Thumbstick Behavior?
Thanks jsantos. I will work on a reproduction project!
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sfernandez
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Re: GamePad Repeat Rate and Analog Thumbstick Behavior?
Thanks for the report. As I mentioned there, the problem is that gamepad input actions are missing the deadzone settings (Processors > Axis Deadzone).
Just set those values for the thumbstick (left, right, up, down) to 0.25 for example, and then it should behave as expected.
Just set those values for the thumbstick (left, right, up, down) to 0.25 for example, and then it should behave as expected.
Re: GamePad Repeat Rate and Analog Thumbstick Behavior?
Perfect, thank you!
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sfernandez
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Re: GamePad Repeat Rate and Analog Thumbstick Behavior?
We just fixed for the next release, marking this as solved.
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