diff --git a/Assembly-CSharp-vs.csproj b/Assembly-CSharp-vs.csproj index e7dde7fd..e441f1d4 100644 --- a/Assembly-CSharp-vs.csproj +++ b/Assembly-CSharp-vs.csproj @@ -64,10 +64,12 @@ + + diff --git a/Assembly-CSharp.csproj b/Assembly-CSharp.csproj index e7dde7fd..e441f1d4 100644 --- a/Assembly-CSharp.csproj +++ b/Assembly-CSharp.csproj @@ -64,10 +64,12 @@ + + diff --git a/Assets/InControl/Library/VersionInfo.cs b/Assets/InControl/Library/VersionInfo.cs index ab5cb6b0..1549c941 100644 --- a/Assets/InControl/Library/VersionInfo.cs +++ b/Assets/InControl/Library/VersionInfo.cs @@ -8,7 +8,7 @@ public struct VersionInfo public const int Major = 1; public const int Minor = 0; public const int Patch = 1; - public const int Build = 1242; + public const int Build = 1244; public override string ToString() diff --git a/Assets/InControl/README/README.html b/Assets/InControl/README/README.html index bb80267e..3d8d175e 100644 --- a/Assets/InControl/README/README.html +++ b/Assets/InControl/README/README.html @@ -170,6 +170,8 @@

Description

InControl is an input manager for Unity3D that standardizes input mappings across various platforms for common controllers.

+

A video introduction and overview is available here: http://www.gallantgames.com/incontrol

+

Features

    @@ -180,17 +182,21 @@

    Features

  • Events for active device switches.
-

Supported Controllers

+

Supported

  • Xbox 360 controller support for Windows, Mac and OUYA.
  • Playstation 3 controller support for Windows, Mac and OUYA.
  • Playstation 4 controller support for Windows, Mac and Linux.
  • +
  • Apple MFi controller support on iOS 7 and above.
  • OUYA controller support on OUYA and Windows.
  • Logitech F310 support on Windows and Mac.
  • Mad Catz FPS Pro support on Mac.
  • GameStick support.
  • +
  • NVIDIA Shield support on Android.
  • Keyboard and Mouse support on Windows, Mac and Linux.
  • +
  • Various other Xbox 360 clones are supported also.
  • +
  • XInput support on Windows (rumble!)

Note: New device profiles are dead simple to create. Please feel free to submit profiles for any controller/platform not currently in the list, but do ensure it correctly supports all the standardized inputs (see below).

@@ -322,9 +328,7 @@

Getting Started

To-do List

    -
  • XInput.NET support on Windows.
  • Allow players to custom bind controls.
  • -
  • Support Apple MFi controllers on Mac and iOS.
  • Support Android controllers like the Moga Pro.
  • Support more controllers on Linux.
@@ -332,7 +336,6 @@

To-do List

Known Issues

    -
  • Weird trigger behavior on Windows with multiple Xbox 360 controllers.
  • Not all platforms trigger the DeviceAttached event correctly. If Unity’s Input.GetJoystickNames() is updated by the platform while the app is running, it will work. Every platform does, however, report all newly connected devices once the app is relaunched.
  • Some controller specific buttons (like Start, Select, Back, OUYA, Xbox Guide, PS3, etc.) are not part of the standardized set of supported inputs simply because they do not work on every platform. You should not be using these buttons in a generalized cross-platform capacity.
diff --git a/Assets/InControl/README/README.markdown b/Assets/InControl/README/README.markdown index 8f83753d..280d05f9 100644 --- a/Assets/InControl/README/README.markdown +++ b/Assets/InControl/README/README.markdown @@ -2,6 +2,8 @@ InControl is an input manager for Unity3D that standardizes input mappings across various platforms for common controllers. +A video introduction and overview is available here: [http://www.gallantgames.com/incontrol](http://www.gallantgames.com/incontrol) + ## Features * Standardizes input mappings across various platforms. @@ -10,18 +12,20 @@ InControl is an input manager for Unity3D that standardizes input mappings acros * Events for attached and detached devices. * Events for active device switches. -## Supported Controllers +## Supported -* Xbox 360 controller on Windows, Mac and OUYA. -* Playstation 3 controller on Windows, Mac and OUYA. -* Playstation 4 controller on Windows, Mac and Linux. +* Xbox 360 controller support for Windows, Mac and OUYA. +* Playstation 3 controller support for Windows, Mac and OUYA. +* Playstation 4 controller support for Windows, Mac and Linux. +* Apple MFi controller support on iOS 7 and above. * OUYA controller support on OUYA and Windows. * Logitech F310 support on Windows and Mac. * Mad Catz FPS Pro support on Mac. -* Logitech Dual Action on Windows. -* Executioner X Controller on Mac. * GameStick support. +* NVIDIA Shield support on Android. * Keyboard and Mouse support on Windows, Mac and Linux. +* Various other Xbox 360 clones are supported also. +* XInput support on Windows (rumble!) **Note:** New device profiles are dead simple to create. Please feel free to submit profiles for any controller/platform not currently in the list, but do ensure it correctly supports all the standardized inputs (see below). @@ -143,15 +147,12 @@ InputManager.OnActiveDeviceChanged += inputDevice => Debug.Log( "Switched: " + i ## To-do List -* XInput.NET support on Windows. * Allow players to custom bind controls. -* Support Apple MFi controllers on Mac and iOS. * Support Android controllers like the Moga Pro. * Support more controllers on Linux. ## Known Issues -* Weird trigger behavior on Windows with multiple Xbox 360 controllers. * Not all platforms trigger the `DeviceAttached` event correctly. If Unity's `Input.GetJoystickNames()` is updated by the platform while the app is running, it will work. Every platform does, however, report all newly connected devices once the app is relaunched. * Some controller specific buttons (like Start, Select, Back, OUYA, Xbox Guide, PS3, etc.) are not part of the standardized set of supported inputs simply because they do not work on every platform. You should not be using these buttons in a generalized cross-platform capacity. diff --git a/Assets/InControl/README/README.pdf b/Assets/InControl/README/README.pdf index ce9a6af6..3ce21fb3 100644 Binary files a/Assets/InControl/README/README.pdf and b/Assets/InControl/README/README.pdf differ diff --git a/InControl-csharp.sln b/InControl-csharp.sln index 8ed82afc..0f6042ba 100644 --- a/InControl-csharp.sln +++ b/InControl-csharp.sln @@ -23,7 +23,7 @@ Global GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE EndGlobalSection - GlobalSection(MonoDevelopProperties) = preSolution + GlobalSection(MonoDevelopProperties) = preSolution StartupItem = Assembly-CSharp.csproj Policies = $0 $0.TextStylePolicy = $1 diff --git a/InControl.sln b/InControl.sln index 421d0251..6fce7ece 100644 --- a/InControl.sln +++ b/InControl.sln @@ -23,7 +23,7 @@ Global GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE EndGlobalSection - GlobalSection(MonoDevelopProperties) = preSolution + GlobalSection(MonoDevelopProperties) = preSolution StartupItem = Assembly-CSharp.csproj Policies = $0 $0.TextStylePolicy = $1 diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index 6fa1d581..5db39635 100644 Binary files a/ProjectSettings/ProjectSettings.asset and b/ProjectSettings/ProjectSettings.asset differ diff --git a/README.md b/README.md index 584c7284..74f8791e 100644 --- a/README.md +++ b/README.md @@ -12,16 +12,20 @@ A video introduction and overview is available here: [http://www.gallantgames.co * Events for attached and detached devices. * Events for active device switches. -## Supported Controllers +## Supported * Xbox 360 controller support for Windows, Mac and OUYA. * Playstation 3 controller support for Windows, Mac and OUYA. * Playstation 4 controller support for Windows, Mac and Linux. +* Apple MFi controller support on iOS 7 and above. * OUYA controller support on OUYA and Windows. * Logitech F310 support on Windows and Mac. * Mad Catz FPS Pro support on Mac. * GameStick support. +* NVIDIA Shield support on Android. * Keyboard and Mouse support on Windows, Mac and Linux. +* Various other Xbox 360 clones are supported also. +* XInput support on Windows (rumble!) **Note:** New device profiles are dead simple to create. Please feel free to submit profiles for any controller/platform not currently in the list, but do ensure it correctly supports all the standardized inputs (see below). @@ -143,15 +147,12 @@ InputManager.OnActiveDeviceChanged += inputDevice => Debug.Log( "Switched: " + i ## To-do List -* XInput.NET support on Windows. * Allow players to custom bind controls. -* Support Apple MFi controllers on Mac and iOS. * Support Android controllers like the Moga Pro. * Support more controllers on Linux. ## Known Issues -* Weird trigger behavior on Windows with multiple Xbox 360 controllers. * Not all platforms trigger the `DeviceAttached` event correctly. If Unity's `Input.GetJoystickNames()` is updated by the platform while the app is running, it will work. Every platform does, however, report all newly connected devices once the app is relaunched. * Some controller specific buttons (like Start, Select, Back, OUYA, Xbox Guide, PS3, etc.) are not part of the standardized set of supported inputs simply because they do not work on every platform. You should not be using these buttons in a generalized cross-platform capacity.