![]() ![]() So no matter whether the input is coming from the keyboard, mouse, joystick, or touch controller, you always get the result with no hassle. Instead of getting input from the controller, you get input from the player. Rewired features a player-centric input system making it the perfect solution for multi-player games. For other platforms, Rewired utilizes Unity's input system so you still get access to all the other features it provides. Rewired is the only input system available for Unity with native support for all these platforms and the only one to offer these advanced features. This makes possible some very powerful features such as full hot-plugging support for joysticks and support for more than 20 buttons per controller. Rewired leverages native libraries to access input devices directly, allowing for far more control over input. ![]() Rewired supports many platforms that Unity supports with extended native support on Windows, OSX, Linux, Windows 10 Universal, WebGL, XBox One, XBox Series S/X, PS4, PS5, Switch, and Stadia. I know it's not perfect, but I hope this helps some people save at least some work.Rewired is not just another Unity input wrapper like other packages. (Not to mention some hair-ripping frustrations)ĬURRENT 'FIX': So unfortunately, it seems the only way to rectify this to go into the prefab and delete all merged objects that use pre-fabs. I know it's not perfect, but I hope this helps some people save at least some work. My theory is if you use such an asset with these 'merged-object-pre-fab' things, I think Unity recalculates the Normals for each instance of the asset every time you enter/exit play mode.ĬURRENT 'FIX': So unfortunately, it seems the only way to rectify this to go into the prefab and delete all merged objects that use pre-fabs. HOWEVER, if I kept the 3 wall pre-fabs separate, but selected all three for duplication, there would be no issue/lag/hang ups.) (Another note-worthy observation, if I were to stack 3 wall segments and 'merge-objects' them, the editor would lag for a second or so every time I duplicated this merged object with 'Ctrl+D'. So whenever you modify the mesh, PB has to recalculate off these Normals again. When PB finished the merge, my normals were all sorts of messed up and it was showing the back side parts as the 'surface' in some areas, and the opposite in other sections. I think this deals with how PB handles merging objects, as whenever I used this feature, It seemed to have a hard time figuring out which parts of the multiple objects were meant to be the 'true surface' to re-calculate normals and such.įor example, I one time merged ALL of my wall assets in a boss room into one 'super wall' object. The more extreme the modifications, the greater the lag. When you do that, you may start to notice the Editor lag substantially. Where the issue seems to start to creep in is if you try to use Pro-Builder to modify these merged objects that were once their own pre-fabs. I can reliably recreate the 'application.tick' issue by taking a pre-fab, lets say a generic wall asset for making a room, placing multiple instances of that pre-fab inside a new pre-fab, say like a whole room, then using Pro-Builder's 'Merge Objects' feature, try to merge several wall pre-fab objects into one.ĭepending upon the complexity of the merged objects, this step can take several minutes, but that's kind of expected when merging objects. So I think I've narrowed down the culprit further, at least in my situation.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |