Teslagrad

Teslagrad

View Stats:
 This topic has been pinned, so it's probably important
Fredrik  [developer] Jan 15, 2014 @ 5:55am
Controller mapping files for automatic detection
The latest version of Teslagrad ('latest' branch required for Mac) will write gamepad mapping files when exiting the controls menu (if you have a gamepad connected).
These files can be used by Rain to implement fully automatic gamepad mapping in future versions of the game.
The files can be found at:
  • Windows: %UserProfile%\AppData\LocalLow\Rain\Teslagrad\ConfiguredGamepads
  • Linux: ~/.config/unity3d/Rain/Teslagrad/ConfiguredGamepads
  • Mac: ~/Library/Application Support/unity.Rain.Teslagrad/ConfiguredGamepads
If you feel that your controller should be supported by default in Teslagrad, please share this file with us!

A reference layout figure can be found here[teslagrad.com]. The X- and Y-axis should use the default directional control on the left thumb, regardless if it is analog or not.

You can post the content here, or send the file to support@rain-games.com.
Last edited by Fredrik; Aug 27, 2015 @ 1:46am
< >
Showing 1-15 of 24 comments
vrgood Feb 7, 2014 @ 10:26am 
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject:
fileID: 0
m_PrefabInternal:
fileID: 0
m_GameObject:
fileID: 0
m_Enabled: 1
m_EditorHideFlags: 0
m_Script:
fileID: 11500000
guid: 55a6ab5097a8dde4ebe747f344f94480
type: 1
m_Name: GamepadMapping
formatVersion: 1.0
gamepadName: Logitech Cordless RumblePad 2
customControls:
- 97
- 100
- 119
- 115
- 32
- 273
- 274
- 275
- 276
- 27
- 9
- 0
- 0
- 0
- 7017
- 7016
- 7019
- 7018
- 331
- 330
- 0
- 335
- 334
- 339
- 338
- 0
- 337
- 336
vrgood Feb 7, 2014 @ 10:28am 
You could also read the xinput1_3.dll file x360ce makes if I put it in the folder of the game. x360 ce makes most dinput controllers compatible.
Fredrik  [developer] Feb 10, 2014 @ 1:56am 
Thanks!
Trite May 17, 2014 @ 1:14pm 
%YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!114 &11400000 MonoBehaviour: m_ObjectHideFlags: 0 m_PrefabParentObject: fileID: 0 m_PrefabInternal: fileID: 0 m_GameObject: fileID: 0 m_Enabled: 1 m_EditorHideFlags: 0 m_Script: fileID: 11500000 guid: 55a6ab5097a8dde4ebe747f344f94480 type: 1 m_Name: GamepadMapping formatVersion: 1.0 gamepadName: Controller (Gamepad F310) customControls: - 97 - 100 - 119 - 115 - 32 - 273 - 274 - 275 - 276 - 27 - 9 - 0 - 0 - 0 - 7007 - 7006 - 7008 - 7009 - 330 - 332 - 0 - 335 - 334 - 337 - 333 - 0 - 7014 - 7012

This is for a Gamepad F310, "menu" is mapped to the start button since I didn't know how to assign it "None"
Fredrik  [developer] May 21, 2014 @ 4:51pm 
Great! Thanks!
Leo May 24, 2014 @ 10:58pm 
What if the game is installed on Windows, and streamed to a Mac with PS3 controller connected on the mac?

This combo works by default for most games that support controller, but with Teslagard, the controller is completely ignored and it's not even recognized when I tried to set the button bindings manually (through the options-control menu).
Fredrik  [developer] May 25, 2014 @ 3:16pm 
There is currently an issue that Unity seems to not recognize PS3 controllers that are connected through the driver that is shipped by Apple in recent OS X. Previously, you would have to install a driver yourself, those I know used to work.
Leo May 27, 2014 @ 9:52pm 
That's a shame. If I use an xbox 350 controller (with Tattiebogle driver), will it work correctly?

ps: does this forum have email notification function?
Fredrik  [developer] May 28, 2014 @ 12:58am 
Yes, we have tested the tattiebogle driver, so I think that should work.
Leo May 28, 2014 @ 11:33am 
Just tested it, unfortunately it doesn't work. Maybe I have to install Teslagrad on my mac for this to work, but it doesn't work over in-home streaming (as described in my original post).
HobbyTan Jun 8, 2014 @ 8:38am 
Maybe I'm missing something here, but that folder doesn't even exist in my Teslagrad data folder. Also, the game itself isn't picking up any input from my wired XBox 360 for Windows controller, even though I know the drivers are installed and working properly, so I can't even bind any buttons to use the controller in game :/
Fredrik  [developer] Jul 14, 2014 @ 4:47am 
Hmm.. that explains why the folder doesn't exist. The wired Xbox 360 Controller with official drivers on Windows should work.
There is a log file under the Data folder, where Teslagrad is installed. It can often reveal if there is any errors happening in the background.
HobbyTan Jul 14, 2014 @ 9:31am 
I managed to resolve the issue by uninstalling Teslagrad and the Controller drivers and reinstalling them both at the same time. Not sure what the issue was but at least it works now :)
BridgetFisher Aug 30, 2014 @ 7:28am 
I like this game is there a way to add walk and run dependent upon how far the stick is tilted like with other games? not sure if a walk kinda animation exists but if so on controllers he just runs everywhere when sometimes its nice to walk and look around :D Thanks for the awesome game!

*I think it would be helpful if the look was mapped to the right thumbstick. maybe with a look right and left? though kinda unneeded i do think it would be helpful when playing if look was on the right thumbstick.
Last edited by BridgetFisher; Aug 30, 2014 @ 7:59am
Fredrik  [developer] Sep 8, 2014 @ 4:40am 
Agreed, but this game was also designed with the keyboard in mind, and we don't want to mess that up. It's possible to have two alternative buttons for the same action, you could map the movement keys/axises twice (sacrificing the keyboard mapping in the process).

About the walking animation idea, adding a walking animation would be a bit too resource demanding for us at the moment. Most of us are working on the next game, and for me, I'm dedicated to the implementation and release of the console versions.
I like the idea though, and our future games definitely will have similar features.
< >
Showing 1-15 of 24 comments
Per page: 1530 50