Search Issue Tracker
By Design
Votes
0
Found in [Package]
0.2.0-preview
Issue ID
1134062
Regression
No
[Controller] Unwanted Deadzone when calling `gamepad.stick.x.ReadUnprocessedValue()`
Github Bug: https://github.com/Unity-Technologies/InputSystem/issues/299
Repro:
1. Download attached project: StickValue.zip
2. Download ISX package: https://github.com/Unity-Technologies/InputSystem if needed
3. Run the project in Editor or Player
4. Press Ctrl + i or click the Info menu on the right side
5. Observe the difference between ReadValue() and ReadUnprocessedValue() for stick movement (yellow text = unprocessed)
Actual: ReadUnprocessedValue has a build-in deadzone of 0.15
Expected: No deadzone for ReadUnprocessedValue.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [macOS] “Input.GetMouseButtonDown” gets set to true when pressing and when releasing the mouse button in the Device Simulator view if "targetFrameRate" is set in the script
- UWP Capabilities are not changed when rebuilding the project
- [Oculus] Lights causing artifacts when Forward+ Rendering is selected
- Game Window Icons are white when in light mode
- Crash on VFXMemorySerializer::StoreObjects when converting to Subgraph Block
Resolution Note:
This is by design. Devices by hardware usually don't exactly center on zero. Compensating for this is the purpose of deadzone processing.