![]() The InControlManager is on a gameobject with DontDestroyOnLoad, so it survives the scene load. After a scene load, "W" no longer registers as being held, so InControl's PlayerAction values flip to a value of 0. To be specific, I'm using "W" for forward movement. ![]() However, in testing this, I tried switching InControl between using Native Input, just XCode, or neither, and the behavior doesn't seem any different. In investigating this, it seems this may simply be a limitation of Unity's Input.GetKey() method, and it's possible InControl can't do anything about this. I can release the input and press it again, and it then it works, but having to release the input between scene loads is clumsy. But upon arriving in the new scene, the character immediately comes to a halt, because the held binding associated with movement no longer registers as being held. I'm trying to set up some relatively seamless transitions between scenes. The specific issue I'm having is that held inputs are not preserved when using LoadScene() to change scenes. I'm running into a frustrating problem, which seems to be ultimately caused by Unity's input system, but I'd like to confirm what I can do about this. I'm going to go in reverse as it'll be simpler. Probably easier to take this to email with your responses. Have you tried commenting out the remote profiles (Unity/DeviceProfiles/AppleTV/AppleTVRemoteUnityProfile.cs for Unity input, and Native/DeviceProfiles/MFi/AppleMFiMicroGamepadNativeProfile.cs for native input), and running the TestInputManager scene on device to see what kind of inputs are coming in? If native input is enabled, the native input plugin is using the GameController framework, but I don't yet support the reportsAbsoluteDpadValues or allowsRotation toggles for the remote ( ), although that shouldn't affect the swipes, which are supposed to come in as dpad input. If you have native input enabled, you might disabling it to try this mode and see if it changes anything for you. When native input is disabled, InControl uses Unity input and remote behavior is controller through various settings ( ). I'll need to do some modification to support some of the additional features like haptics and controller specific inputs like touchpad or gyro, but for basic controls it works already.ġ. InControl already uses the GameController framework on iOS/tvOS as of the last few updates if the native input module is enabled. Are there any plans to update once iOS 14/tvOS 14/Big Sur are out with supporting the new GameController framework Apple is pushing ( )? The biggest area of concern thereĬlick to expand.I'm going to go in reverse as it'll be simpler.Ģ. Any thoughts on this or potential solutions (let me know if you need more detail and I can share it here or via email).Ģ. There does seem to be a native Remote profile in the default controller setups, but it doesn't seem to recognize that when the game launches. I've been playing around with trying to manually force a different profile on top of it, but I'm not having much luck right now unfortunately. For whatever reason, the previous profile (which I think used to mapped to the Unity/native 360 gamepad profile?) no longer recognizes gestures on the Siri remote touchpad, specifically the left/right/up/down swipes. We are updating our app on tvOS and running into issues with previous Siri remote support. Thanks for all the support with this plugin! Two questions (and we'll try to follow up on this).ġ. ![]() You probably also need a USB entitlement on your app:.GAMENAME.app/Contents/Plugins/InControlNative.bundle/Contents/MacOS/InControlNative codesign -f -s 'CERT ID' -entitlements "GAMENAME.entitlements".Manually codesigning the bundle something like this seems to work: This might be because of the meta files, but it fails silently. The -deep flag, to codesign seems to skip signing the plugin.So this needs to be handled in an Xcode post-build step. I cannot delete them because they are recreated by Unity as I package to submit to the Asset Store, and would be regenerated in your project anyway. These are "unsecure" and need to be manually deleted. Plugins/InControlNative.bundle, that’s copied over to the App package, contains three. ![]() The latest tips I've heard, which may help, are: It generally seems to revolve around signing the plugin InControlNative.bundle Click to expand.I've not done it myself, but a few macOS developers have run into issues along this line, and Apple's continuously changing requirements have introduced new wrinkles along the way.
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