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en:tutorials:input:remapping_inputs [2018/09/28 07:53 (2 years ago)]
127.0.0.1 external edit
en:tutorials:input:remapping_inputs [2020/08/31 05:44 (6 months ago)]
sausage ↷ Page moved from en:tutorials:remapping_inputs to en:tutorials:input:remapping_inputs
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-If you wish to simply use the existing built-in mappings for all controllers,​ [[en:​tutorials:​analog_joystick_gamepad_control|check this article first]]. If you wish to learn about additional standard mappings for all controllers,​ see [[en:​tutorials:​overriding_controller_mapping|Overriding a Controller mapping]].+If you wish to simply use the existing built-in mappings for all controllers,​ [[en:​tutorials:input:​analog_joystick_gamepad_control|check this article first]]. If you wish to learn about additional standard mappings for all controllers,​ see [[en:​tutorials:input:​overriding_controller_mapping|Overriding a Controller mapping]].
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-**Note:** when using ''​orxInput_GetActiveBinding'',​ it only collects an input for the specific frame. A slow custom clock will miss values especially if they are fast inputs like mouse wheel clicks. Therefore, it is recommended that the **core clock** is used. See [[en:​tutorials:​testing_input_controls|here]] for an example.+**Note:** when using ''​orxInput_GetActiveBinding'',​ it only collects an input for the specific frame. A slow custom clock will miss values especially if they are fast inputs like mouse wheel clicks. Therefore, it is recommended that the **core clock** is used. See [[en:​tutorials:input:​testing_input_controls|here]] for an example.
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en/tutorials/input/remapping_inputs.txt · Last modified: 2020/08/31 14:11 (6 months ago) by 76.14.89.164