Specifically what I need help done is to take the exact axis from my Thrustmaster wheel, and feed that to a sprite I have set up on the screen to rotate to the same axis, sort of like an on-screen steering wheel, but displaying from my physical wheel.
I've tried this method:
However, it didn't seem to work. It did, however, send direct pulses and shoot straight to the left and right, which isn't what I want...
I don't have a wheel, but I imagine only one axis should be changing as you rotate it.
Try setting the angle simply to Gamepad.Axis(0,0) or Gamepad.Axis(0,1)
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Thank you! I'm not at home at the moment, so I'll test this out once I get home and I'll give the results.
An update: It does seem to work, but it's creating some kind of a 'virtual deadzone', It won't really move until I get it past 25 degrees in either direction... I've tried playing with the normal axis, RawAxis, and I've tried playing with the numbers, but this might be as close as I get...
In Gamepad properties (on the left panel) check Analog Deadzone setting.
Thank you, it's perfect :)
No problem! By the way, you can make the rotation smoother with this expression:
Set angle to anglelerp(self.angle, Gamepad.Axis(0,0), dt*10)