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
2) You can edit the button in the game files
I have heard that "Visual studio" works too
generally any program that allows to edit C# should do
in dnspy once you find the mentioned method you right click -> edit method
once you do your job you right click -> compile
Thank you so much. I don't know why the developers don't want users to be able to rebind the mouse wheel through the user interface, but this will now be my method of choice. Thank you. You saved Valheim for me.
It looks like buttons and mouse wheel are as different as birds and humans
they are both alive, but you can't really swap them
long story short, it's just pain in the butt and waste of time to make it
small devs usually use what's prepared already by the engine and leave it be while they focus on drinking game
This can be done with any other button and mouse wheels really aren't special in this regard. The spinning wheel simply causes a quick succession of wheel-up or wheel-down signals. The game engine has an event loop listener, that executes actions depeding on the input signal.
Besides, Unity Engine also has Cities:Skylines, which was made by 12 people and supported rebinding zoom-in and zoom-out camera controls from day one. I swapped mouse wheel for keyboard wihtout issue there, so it's not impossible.
Looking into its documentation[docs.unity3d.com], Unity seems to support mouse, keyboard and controller input by default. Though they built a SrollHandler class into the engine to handle scroll wheel input. It should be possible to convert the scroll wheel movement into Unity input type.
This article[www.programmersought.com] describes it in some detail. I may look into this more in-depth, but I'd need a way to send the findings to the developers.
Still, I'll probably have to recompile the dll in the short to medium term.
it's just waste of time