@flaming-couches I thought it would be better to replicate your gyro issues here, so it can be treated in this repository and not pollute the main sc-controller bug report.
All what is below is originally from @flaming-couches, quoting me:
A final question: is your configuration depending on the grip touch for the axes to work? If so, maybe that is the reason you could not make it work? Using the right trigger or other conventional input to enable the gyro or even letting it always be enabled might be enough for you to re-rest this.
I was initially using grip touches since that's what I'd want ideally for my use case, but I was also using the left trackpad touch during testing which did work where the grip did not. I did re-test the Per-Axis config with the new context the profile you attached, I went over that below.
[Regarding the Tilt suggestions,] as this is not my application, I am trying to be conservative with the changes.
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So the art changes and features you want - deadzones, maybe a gyro enabler, maybe an act on release etc. - are not planned for the current moment. Maybe in the future, if my patches are accepted and all goes well.
Fair enough - it's not a very high priority to me since I don't personally have much of a use case for that mode. As someone who strives to be "feature complete" in my own work, I thought I would bring those points to your attention in case you hadn't already noticed them.
Yeah, we come back to the second bug, I couldn't confirm this one. Here it works as expected, maybe if you use this profile I am attaching to the response?
Downloaded your profile and can confirm that it works on my device. Went to investigate my Per Axis configuration further with your updates, and there are definitely some things that are not working as expected. Here's the list of what does and doesn't seem to be working for me, with the associated custom action scripts. To be clear, I am using Steam's "Test Device Inputs" feature on the emulated "xbox 360 controller" as my method of verifying whether or not inputs are being detected, and (in copying your profile) I'm using the right trigger for the enable button with 70% pull:
- For Joysticks when Absolute is not ticked, I'm seeing the expected input responses.
mode(RT >= 0.7, gyro(Axes.ABS_RY, Axes.ABS_RX, Axes.ABS_X), None)
- For Joysticks when Absolute is ticked, I'm not seeing any input.
mode(RT >= 0.7, gyroabs(Axes.ABS_RY, Axes.ABS_RX, Axes.ABS_X), None)
- For Mouse when Absolute is not ticked, I'm not seeing any input.
mode(RT >= 0.7, gyro(Rels.REL_Y, Rels.REL_X), None)
- For Mouse when Absolute is ticked, I'm seeing the expected input response (notably, not the inverted input I was observing in the Joystick or Mouse tab).
mode(RT >= 0.7, gyroabs(Rels.REL_Y, Rels.REL_X), None)
- For Triggers (which I didn't test earlier) when Absolute is not ticked, I'm seeing the expected input responses, but at a very high sensitivity to the point where slight movements immediately hit the upper deadzone. Granted, I'm not even sure how a relative mode should work with a trigger setup, so maybe this doesn't need to be tampered with, but I thought I'd bring it up since it's a valid axis.
mode(RT >= 0.7, gyro(Axes.ABS_Z, Axes.ABS_RZ), None)
- For Triggers when Absolute is ticked, I'm not seeing any input.
mode(RT >= 0.7, gyroabs(Axes.ABS_Z, Axes.ABS_RZ), None)
Hopefully that clears up what's I'm seeing on my end - If you're not observing the same thing with those configurations I might have a different problem to look into.
@flaming-couches I thought it would be better to replicate your gyro issues here, so it can be treated in this repository and not pollute the main sc-controller bug report.
All what is below is originally from @flaming-couches, quoting me:
I was initially using grip touches since that's what I'd want ideally for my use case, but I was also using the left trackpad touch during testing which did work where the grip did not. I did re-test the Per-Axis config with the new context the profile you attached, I went over that below.
Fair enough - it's not a very high priority to me since I don't personally have much of a use case for that mode. As someone who strives to be "feature complete" in my own work, I thought I would bring those points to your attention in case you hadn't already noticed them.
Downloaded your profile and can confirm that it works on my device. Went to investigate my Per Axis configuration further with your updates, and there are definitely some things that are not working as expected. Here's the list of what does and doesn't seem to be working for me, with the associated custom action scripts. To be clear, I am using Steam's "Test Device Inputs" feature on the emulated "xbox 360 controller" as my method of verifying whether or not inputs are being detected, and (in copying your profile) I'm using the right trigger for the enable button with 70% pull:
mode(RT >= 0.7, gyro(Axes.ABS_RY, Axes.ABS_RX, Axes.ABS_X), None)mode(RT >= 0.7, gyroabs(Axes.ABS_RY, Axes.ABS_RX, Axes.ABS_X), None)mode(RT >= 0.7, gyro(Rels.REL_Y, Rels.REL_X), None)mode(RT >= 0.7, gyroabs(Rels.REL_Y, Rels.REL_X), None)mode(RT >= 0.7, gyro(Axes.ABS_Z, Axes.ABS_RZ), None)mode(RT >= 0.7, gyroabs(Axes.ABS_Z, Axes.ABS_RZ), None)Hopefully that clears up what's I'm seeing on my end - If you're not observing the same thing with those configurations I might have a different problem to look into.