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번역 관련 문제 보고
fwiw I'm using Unity and UnityEngine.Input.anyKeyDown will stay false for gamepads in some scenarios seemingly due to Steam Input hijacking.
with the new Layout and Options, which got patched in recently, i am not able to deactivate this hijacking behavior anymore.
1. My Mouse becomes unuseable -> moving permanently in one direction
2. Other Software like Emulators aren't useable with Gamepads while Steam is running
I have to force Shutdown steam and its services in order to get back controll about my Hardware (Mouse + BT Gamepads like Switch Pro, PS4/5...)
Pics: https://imgur.com/a/VAHQUes
as shown, everything is off - but still hijacking any controller on PC, nonBP-Mode
edit: I know I only posted this a few seconds ago but this affects every game I play even non-steam games, that aren't even launched through the launcher
I've patched a few games to make them work even while the Steam client is disabling the input APIs the game uses, but it's a hassle and I'd be better off just buying games on Epic Game Store.
Native Steam Input games still do not work on my system, and I'm beyond pissed about that. The number of games I've had to purchase over on other stores because they use native Steam Input and that information was not disclosed at time of purchase is enough for me to vehemently hate Steam Input and Valve.
Since Valve is creating this problem, all users should be eligible for refunds, no matter how many hours played if the game requires Steam Input.
Otherwise, I'm going to repeat myself here -- pirating Steam Input native games is FULLY justifiable and the only way to get input working in them if you don't want to buy the same @#%$ing game twice to get a version of the game that uses normal Operating System input APIs.
I've been fighting with this ♥♥♥♥♥♥♥♥ API for several years now, and the reason native Steam Input games have never worked is because I can't download the bindings needed to make them work.
I've purchased several games twice because they simply DO NOT work on Steam. This is insane, how can this be allowed to even be a thing?
Nonetheless, Special K is now fully compatible with Steam Input and I'm happy. I just have to figure out how the hell I'm going to get ahold of the binding files for native titles if I have no choice but to buy some games on Steam (i.e. Tales of Arise, it REQUIRES Steam Input and is not for sale on any other store).
I was not looking forward to manually patching all of my games and gutting the Steam client to get it to stop blocking games fallback APIs.
That said, this API still needs work. Simply overriding the window with input focus is an exercise in reverse engineering that nobody should have to go through. We have steam://forceinputappid and all, but it'd be much simpler if you could just declare a Process ID to retain input focus while you use mouse and keyboard in other applications.
All other input APIs on Windows (save for Windows.Gaming.Input) have this capability, and I've hacked Windows.Gaming.Input to support it... that was easier than getting to the root of the Steam Input problems.
It's horrible, I have to run games as exe's to avoid the virtual text box from dropping my frames to 2fps. I can finally customize my controls when I get rid of all the bull from the hyper restrictive API. It's the least Steam thing in all of steam and it targets Steam deck users.
For example, Warframe has SIAPI. There are segments that are Literally impossible because the B button from Xinput can't be bound onto the B button... makes sense. The game can't detect a B press because it's being gated by a rather useless little filter for all my inputs. It's a horrible UX.
I spent a good portion yesterday trying to figure out how to make Playstation symbols appear on Detroit: Become Human since I'm using a PS5 controller. I didn't think it would be much of an issue. It was a PS exclusive game, anyways. But, most of my problem seems to come through Steam. Even if I force the game to read my PS controller as specifically a PS controller, there's something else that keeps forcing it back to Xbox, and it cycles between the two when I hit the D-Pad.
"Whatever" I thought. I just accepted the Xbox symbols and went about my day. Today, I downloaded Assassin's Creed Syndicate for the first time and played the first couple of missions through Ubisoft. My controller was being read, and the symbols were correct. But whenever I went idle, even for a fraction of a second, the symbols would switch to keyboard. I thought it was weird, but I chalked it up to Ubisoft being Ubisoft. Then my buttons were registering. I would be mashing X or O to free run up and down respectively with no result. With my experimentation from yesterday fresh in my mind, I had a theory. I found Steam in my hidden icons and closed it completely. I went back into the game, and all of my issues stopped entirely. I do not own Assassin's Creed Syndicate on Steam. I did not run it through Steam. Steam was not involved whatsoever, and should have never been. So why was Steam Input screwing with a game that wasn't even on the platform? And, more importantly, how do I disable the damned thing?
So if you wanted to make use of native XInput or DS4 compatibility in certain games, or to just use HID-API controllers on supported games without any translation, and you're using MacOS or a Linux-based OS, then you're just straight outta luck.
On Windows, disabling Steam Input is as simple as others have put it, just go to the game's settings in your library, and disable SI from there.
That's it.
From that point on, any non-Steam controllers will work just as the game was designed to use them. Where Valve really dropped the ball here is that this doesn't work on MacOS or Linux at all. Not even their pre-installed SteamOS on the Steam Deck allows you to do this.
And you never really know before you buy a game if it uses native Steam Input. They have that broken controller icon on the Steam store page, but it's not always accurate.
So really you just need to avoid buying games from Steam. EGS, GOG and MIcrosoft Store versions never use the native Steam Input API.
No, that's not it. That's only the XInput wrapper, Steam Input also has a native input API that disables all of the OS input APIs and breaks the ♥♥♥♥ out of games leaving you no option but to buy them from a competitor store.
Steam Input is the same across all platforms. If your game uses the native input API, then it disables all of the OS input APIs and the native API cannot be disabled.
The only difference is that on non-Windows platforms the native API is used more often, and the thing most people call "Steam Input" on Windows is not in fact the Steam Input API, but a simple XInput wrapper that translates HID/DirectInput to XInput and then disables HID/DirectInput.
Native Steam Input goes one step further and disables XInput as well, so there's no possible way to use any of the OS's input APIs for anything... because Valve are ♥♥♥♥♥.