11/22/2023 0 Comments Incontrol unity touchpad tap![]() it's conceivable that, say, a cheap knock-off xbox controller uses Microsoft's vendor and product IDs to be appear like the real thing and since the serial number is whatever they want, there could be a duplicate. Even the combination of all three is not necessarily unique. just presumably unique to the product line. The serial number is not a globally unique number by itself. None of these are required to be provided by manufacturers. Specifically, this would be the combination of hardware vendor ID, product ID and serial number. When using the native input module, unique hardware information is often (but not always) available. all Xbox 360 controllers), but not per individual piece of hardware. You have the device name, however, so if you wanted to you could have settings per device type (e.g. ![]() there is no hardware specific unique identifier ever. net 4, and that kind of worked - but only if I didn't build via BuildPipeline script but used the editor build panel (it generated identical builds except the GameAssembly was about half the size and caused those errors again).Ĭlick to expand.Eh. I was getting some weird errors like these when running an il2cpp build:Īnd I discovered that at least in Unity 2018.4.2f1 you can't run a 32bit. Here is the version I am using so far on my project (I am not using the InControl specific assemblies currently, so if you are, you'd have to update the Assembly tag)įYI, there's something weird going on with 32bit builds + il2cpp + InControl. So for now I'm using 64bit build and things seem to be working, although I would have preferred to stick with 32bit as there's still about ~1% of the market on 32bit OS.įinally, if you do want to use high stripping, it is possible by using a link.xml file. ![]() I saw there's a newer Unity build with some IL2CPP fixes, not sure if that will resolve but I'm unable to upgrade currently due to an external version dependency. I suspect it's something going on with Unity IL2CPP as opposed to InControl. net 4, and that kind of worked - but only if I didn't build via BuildPipeline script but used the editor build panel (it generated identical builds except the GameAssembly was about half the size and caused those errors again).Īnyway, I was able to get a consistent repro of this issue on a new project with the TestInputManager example scene, set to IL2CPP + 32bit +. (Filename: currently not available on il2cpp Line: -1)Īt () in :0Ĭlick to expand.And I discovered that at least in Unity 2018.4.2f1 you can't run a 32bit. T1 arg1) in :0Īt _SceneLoaded (Scene scene, LoadSceneMode mode) in :0 ArgumentOutOfRangeException: Argument is out of range.Īt `1.get_Item (Int32 index) in :0Īt () in :0Īt (Scene scene, LoadSceneMode loadSceneMode) in :0Īt `2.Invoke (.T0 arg0.
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