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Latest input Activity

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…

769 views
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Tom Sloper
February 27, 2023 12:40 AM

Please don't necro. Thread locked.

9,678 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)…
4,930 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…

3,739 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…

7,808 views
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