Many older joysticks will work with the simple analog module. Some joysticks need specific modules, such as the Microsoft Sidewinder controllers ( sidewinder), or the Logitech digital controllers ( adi). Alternatively, see documentation from the latest kernel. You can browse the kernel source tree at by clicking the "browse" (cgit - the git frontend) link for the kernel that you are using, then clicking the "tree" link near the top. If you have the kernel sources downloaded, have a look at Documentation/input/joydev/. Unfortunately, official kernel packages do not include what we need. Unless you are using very old joystick that uses Gameport or a proprietary USB protocol, you will need just the generic USB Human Interface Device (HID) modules.įor an extensive overview of all joystick related modules in Linux, you will need access to the Linux kernel sources - specifically the Documentation section. SDL2 supports only the new evdev interface. While SDL1 defaults to evdev interface you can force it to use the old Joystick API by setting the environment variable SDL_JOYSTICK_DEVICE=/dev/input/js0. Most new games will default to the evdev interface as it gives more detailed information about the buttons and axes available and also adds support for force feedback. Symbolic links to those devices are also available in /dev/input/by-id/ and /dev/input/by-path/ where the legacy Joystick API has names ending with -joystick while the evdev have names ending with -event-joystick. dev/input/jsX maps to the Joystick API interface and /dev/input/event* maps to the evdev ones (this also includes other input devices such as mice and keyboards). Linux has two different input systems for gamepads – the original Joystick interface and the newer evdev-based interface. (Discuss in Talk:Gamepad#Joystick API vibration support) However, I am unsure as to what would be the best method to accomplish this.Reason: Need info about differences between API, how to switch between them. In a nutshell I want to create an anchored but grabbable "joystick" mesh & collider that is anchored to a two-axis rotational joint which allows the player to tilt it in all eight directions. The documentation I've seen is pretty thin so I'm a little confused as to how to modify intractable object behavior beyond the default to create an object that can be grabbed and dragged but is ultimately anchored at its base. I guess where I'm stuck is modifying the interaction system in the SteamVR plugin to do what I want. I have seen others implement both kinematic and physics-based joysticks in VR, but I'm assuming for my application kinematic would be the way to go since the Mech would be moving using a character controller so a kinematic joystick wouldn't be affected by outside forces. Since I am using the SteamVR Plugin for Unity to accomplish this, I am assuming that I would be able to use the interaction system present in the plugin to accomplish what I'm trying to do. To clarify: they would reach and grab the joysticks and physically move their hands to move and rotate the mech (similar to the joystick in the No Man's Sky VR Update). I am currently trying to create a VR Experience in Unity where the player pilots a Mech using two virtual joysticks that they would interact with using their controllers.
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