![]() NET builds are considerably faster than IL2CPP builds. NET scripting backend so that I could iterate on the hardware a bit faster as. It would have taken at least as much time to work the new API into the old system as it would to just rewrite it, so I opted for the latter and implemented code to conditionally use rather than XInput if UNITY_WINRT was defined.Īt some point during all of this, I switched to the. I started combing through the internals of my several-years-old input system and realized that it was a horrible mess. Unfortunately, it isn't supported by Unity standalone builds, so we can't just use it everywhere. It is a pretty well engineered API and, from what I can tell, should support gamepads other than just Xbox. ![]() Just to verify, I made a new Unity project and made a script to move around a sprite with the new API, deployed to Xbox, and it worked Ugh.Īfter a bit of searching around, I found that Microsoft has more or less abandoned XInput in favor of the namespace. So I configured Visual Studio for remote deployment (to any Visual Studio devs out there, maybe I'm in the minority, but this process is ridiculously unintuitive to me) and. "Since that was so simple, it shouldn't take much more work to run it on Xbox," I naively thought. It looked like it was crashing in XInputDotNet's pinvoke code, so I tried replacing the version in our Unity project with the latest release and. So the first thing I did was simply change my build settings to target UWP (which, to my surprise, now used IL2CPP by default - this will be important later).Īfter a lengthy build process in Unity and an equally lengthy build in Visual Studio, I ran it on my desktop and, lo and behold, it. I had never done any development for UWP, but to my optimistic mind, that was a pretty safe assumption. Given that Xinput is tied to Xbox controllers, I assumed that it was still supported on Xbox One. Bummer, because our game was pretty neat □ Turns out you need to actually publish a game if you want to submit it to a game jam. * We missed the deadline by ~5 seconds due to an issue in our itch.io page. So I'm writing a blog post about it, mostly because I want to rant about the last 18-or so hours of my life. Unfortunately, it wasn't quite that simple. Wouldn't it be neat to port our game jam game to the One?" Yeah, that would be neat, and being able to eventually tack "Shipped Xbox One Indie Title" onto my resume would be pretty cool. Since it uses XInput for Xbox controllers, I thought - "Hey, I have an Xbox One set up for devmode and I read somewhere that UWP (Universal Windows Platform) games now have unlimited resources. As part of it, I dusted off an input system I wrote for a local-multiplayer Unity game a few years ago. This weekend, a couple of friends and I participated in the Game Maker's Toolkit 2018 Game Jam*. This post could also be titled "Why I Absolutely Hate Closed Source Game Engines (And I'm Totally Not Talking About One In Particular)".
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