Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
In
If you map it as follows link[teslagrad.com], and let us know which button style to skin it as (xbox / dualshock / generic etc.), we can introduce your controller/driver combination into the automatic detection of the game.
a reference for finding the files[docs.unity3d.com]
(Gamepad: wired XBox360)
Remastered version, Steam Input enabled:
- creates a "Steam Virtual Gamepad.asset" file
- displays *no* button glyphs, only text like "Joy B0"
- default mapping (↻ button) is unusable
Remastered Version, Steam Input disabled:
- creates a "X360 Controller.asset" file (contents virtually identical to above file, excepting the controller name)
- displays *no* button glyphs, only text like "Joy B0"
- default mapping (↻ button) is unusable
Original version, Steam Input enabled:
- creates "Microsoft X-Box 360 pad.asset"
- displays *no* button glyphs, only text like "Joy B0"
- default mapping (↻ button) is perfect
Remastered Windows version, run with Proton 7.0 on the same computer/OS:
- creates "Controller (XBOX 360 For Windows).asset" file
- displays correct button glyphs
- default mapping (↻ button) is perfect
So - it seems the controller detection code on Linux broke somehow during the remaster; perhaps a new bug in the Unity runtime?
In case you still find this useful, here's the contents of "Steam Virtual Gamepad.asset" file (after mapping as specified):
The controller names comes from the old input system in Unity. The only thing I can do is to list every detail per controller name. That's what we do in these files. Similar files are baked into the game. The ones that show on your machine is just there so that you can send them to us.
So it seems that if we just give our Controller (XBOX 360 For Windows) the alternative names of Steam Virtual Gamepad and X360 Controller, they should all work perfectly as a xbox 360 skinned controller. We will do that in the next patch then.
(p.s. maybe this was already mentioned, if so i apologize, i cant read all that techno hyroglyphs)
Thanks, I will try it out as soon as the patch lands!
One exception: the "Cloak Red" button is displayed as "D-Pad right", even though it's actually assigned to "RT"...
And: after restoring the default settings (↻ button), the mappings now *look* correct, but
the "Cloak Red/Blue" buttons (RT/LT) don't work at all!
However, this can be fixed manually (after which the "D-Pad right" glyph reappears).
So - the button configuration works better than before, but it's still not quite "there"... :-)