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Thread: Best Way to implement Gamepad support?

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
    WhatPixelYouOn's Avatar
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    Question Best Way to implement Gamepad support?

    I have many, many events in my messy project containing conditions such as "Pressed Fire 1" etc. It would be a difficult task to find all these events and duplicate them (and probably have to modify them) just to add gamepad support, which I believe is what you have to do with certain extensions? I'm wondering if there are better ways to implement gamepad support? Any ideas? Is there anything that functions like JoytoKey, but built into Fusion?

  2. #2
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCiOS Export ModuleInstall Creator Pro
    Julian82's Avatar
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    Maybe. You could try to read out gamepad inputs with Xbox gamepad extension or joy2 extension. Then transmit those to simulated key presses using Control X extension. Don’t know if that would register for build-in inputs like Fire 1 though. I would not call this a good suggestion, in the long run coding an input collector that can transmit inputs from various sources to gameplay using values or flags is for sure preferable.

  3. #3
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    Zebedy's Avatar
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    VACCiNE 2 on the click store is pretty handy. Once you get your head round it, you can program once for 4 types of input at once. (For example, D-pad right, Thumbstick right, D, and right arrow key)

  4. #4
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
    WhatPixelYouOn's Avatar
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    Thanks, I'll have a look into these suggestions.

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