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Switcheroo - Detect which input device the player is using

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    [RELEASED] Switcheroo - Detect which input device the player is using

    Switcheroo logo


    Easily detect whether the player is using a gamepad or the keyboard/mouse combo, and react accordingly.


    Features
    • State-of-the-art input detection. The plugin automatically filters out edge cases and false positives (such as input coming from a loose analog stick, or from involuntary mouse movements) and is highly customizable.
    • Plug and Play. The plugin doesn't require any special setup (like custom GameInstance or PlayerController classes): enabling the plugin is all it takes to be up-and-running.
    • Easy to use. Switcheroo provides a simple API that can be used from both Blueprints and C++.
    • Lightweight. The plugin logic is implemented in native C++ code and runs at the Slate application level with no impact on performance.
    • Supported. The plugin is actively used in my company's upcoming game, and will receive all the needed lifetime upgrades.
    • Source code & example project. Switcheroo comes with full, heavily commented source code and a thorough example project.
    Screens

    Switcheroo use case #1

    Switcheroo use case #2

    Switcheroo example
    GIF captured from the example project showing input detection at work when the player switches from keyboard/mouse to gamepad, and vice-versa.

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    Guntastic logo

    #2
    UE 4.21 is now supported.
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    Comment


      #3
      This is great, I have written this before for a few projects and I always hit a snag and wondered if your system can support it - Can your plugin tell the difference between PS4 and Xbox controller when used on windows? Steam shows 12 million users now using PS4 controllers for pc now so I want to support it but never found a way to get beyond "gamepad" as the filter and really get into what controller.
      Daniel Orchard
      Technical Director
      Marketplace | Blog

      Comment


        #4
        Thanks for the nice words! No, the plugin relies on the information provided by UE4 which, as you found out and AFAIK, on Windows is limited to XInput devices (i.e. 360-compatible gamepads).

        From my understanding, though, most players use PS4 controllers through some kind of XInput emulation (i.e. DS4Windows), so for the moment in our game we let players select the type of controller they wish to use in the options screen and then show appropriate controls based on that - although I agree that's sub-optimal. If we revisit that in the future, I'll consider porting the feature to Switcheroo (or make a standalone plugin if the implementation gets too complex).
        Last edited by minifloppy; 12-11-2018, 06:36 AM.
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