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Added GlyphType, IsFallbackGlyph and IsInputGlyph properties to Glyph
Allows for checking if a Glyph is intended to represent a Null, Unbound, or Uninitialized glyph through code.
Added forceAxis parameter to InputGlyphs GetGlyph methods
When true, will get the glyph for the entire axis such as "Move Horizontal" instead of "Move Left" and "Move Right"
Defaults to false, providing a similar behavior to before
GlyphRichTextFormatter can output the full axis with the "Full Axis" parameter. Example: <glyph "Move Horizontal" Full>
Added improved documentation to InputGlyphs GetGlyph methods
Added GetGlyph method to InputGlyphs which uses a ControllerType parameter to map to the other specific GetGlyph methods
Changed
Getting glyphs for button or split elements for an axis action is now significantly more reliable
Previously getting positive/negative actions such as "Move Horizontal" for joysticks would return the unbound glyph despite a full axis map to the entire horizontal joystick
Now InputGlyph will infer the Joystick Left and Joystick Right from the full axis map.
Fixed
Fixed Glyph.GetDescription() returning a null string in rare cases
Fixed exception in GlyphRichTextFormatter when providing a null string to SetFormattedText(string) method
Fixed no controller being recognized until it inputs at least once
Now defaults to the first joystick if the player has not yet input using a controller yet, ensuring there is some glyph shown initially