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InputLocalMultiplayerTemplate

Template for selection screen for using multiple (local) cursor icons using gamepads and the new input system (Smash Bros. Style Selection).

*** This project has not been thoroughly as yet, this should be a good start, though. So far, I have tested just the basic functionality with one typical Logitech gamepad and one Chinese hacked SNES USB replica which is recognized as a noisy joystick xD ***

This is a Unity project using the New Input System package. Many people, myself included as much as anyone, have had a difficult time with local multiplayer in the new input system.

This is a template selection screen, in which any Gamepad or Joystick input is listened for, and will spawn an appropriate cursor with a PlayerInput component. This component is how the new input system recognizes a player has joined.

Pressing the submit button on the gamepad (adjustable in the action maps, of course) will lock the movement of the cursor and place the game object that is BEHIND the cursor into a variable in the CursorBehavior script. On loading the following scene, this object can either be stored in a persistent variable or instantiated, if the next scene is the gameplay. The PlayerInput component will be kept and attached to this object to maintain the player/object relationship.

This is all done in Screen Space (camera) in order that the game objects being selected can feasibly be placed in the selection area without absurd scaling. Ideally, the actual prefab that will be used for the player in the gameplay scene(s) can be used.

Currently, by the same token, the selection is done with raycasting and a game object. While it happens to be in the canvas and is a UI Image, this approach is used because of limitations. The current VirtualMouseInput that the new input system offers does not interface with the PlayerInput component, so it doesn't lend itself well to having separate instances that can be manipulated by different controllers (at least as far as my expertise allows).

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Template for selection screen for using multiple (local) cursor icons using gamepads

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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InputLocalMultiplayerTemplate

Template for selection screen for using multiple (local) cursor icons using gamepads and the new input system (Smash Bros. Style Selection).

*** This project has not been thoroughly as yet, this should be a good start, though. So far, I have tested just the basic functionality with one typical Logitech gamepad and one Chinese hacked SNES USB replica which is recognized as a noisy joystick xD ***

This is a Unity project using the New Input System package. Many people, myself included as much as anyone, have had a difficult time with local multiplayer in the new input system.

This is a template selection screen, in which any Gamepad or Joystick input is listened for, and will spawn an appropriate cursor with a PlayerInput component. This component is how the new input system recognizes a player has joined.

Pressing the submit button on the gamepad (adjustable in the action maps, of course) will lock the movement of the cursor and place the game object that is BEHIND the cursor into a variable in the CursorBehavior script. On loading the following scene, this object can either be stored in a persistent variable or instantiated, if the next scene is the gameplay. The PlayerInput component will be kept and attached to this object to maintain the player/object relationship.

This is all done in Screen Space (camera) in order that the game objects being selected can feasibly be placed in the selection area without absurd scaling. Ideally, the actual prefab that will be used for the player in the gameplay scene(s) can be used.

Currently, by the same token, the selection is done with raycasting and a game object. While it happens to be in the canvas and is a UI Image, this approach is used because of limitations. The current VirtualMouseInput that the new input system offers does not interface with the PlayerInput component, so it doesn't lend itself well to having separate instances that can be manipulated by different controllers (at least as far as my expertise allows).

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Template for selection screen for using multiple (local) cursor icons using gamepads

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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InputLocalMultiplayerTemplate

Template for selection screen for using multiple (local) cursor icons using gamepads and the new input system (Smash Bros. Style Selection).

*** This project has not been thoroughly as yet, this should be a good start, though. So far, I have tested just the basic functionality with one typical Logitech gamepad and one Chinese hacked SNES USB replica which is recognized as a noisy joystick xD ***

This is a Unity project using the New Input System package. Many people, myself included as much as anyone, have had a difficult time with local multiplayer in the new input system.

This is a template selection screen, in which any Gamepad or Joystick input is listened for, and will spawn an appropriate cursor with a PlayerInput component. This component is how the new input system recognizes a player has joined.

Pressing the submit button on the gamepad (adjustable in the action maps, of course) will lock the movement of the cursor and place the game object that is BEHIND the cursor into a variable in the CursorBehavior script. On loading the following scene, this object can either be stored in a persistent variable or instantiated, if the next scene is the gameplay. The PlayerInput component will be kept and attached to this object to maintain the player/object relationship.

This is all done in Screen Space (camera) in order that the game objects being selected can feasibly be placed in the selection area without absurd scaling. Ideally, the actual prefab that will be used for the player in the gameplay scene(s) can be used.

Currently, by the same token, the selection is done with raycasting and a game object. While it happens to be in the canvas and is a UI Image, this approach is used because of limitations. The current VirtualMouseInput that the new input system offers does not interface with the PlayerInput component, so it doesn't lend itself well to having separate instances that can be manipulated by different controllers (at least as far as my expertise allows).

About

Template for selection screen for using multiple (local) cursor icons using gamepads

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11 stars

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1 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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InputLocalMultiplayerTemplate

Template for selection screen for using multiple (local) cursor icons using gamepads and the new input system (Smash Bros. Style Selection).

*** This project has not been thoroughly as yet, this should be a good start, though. So far, I have tested just the basic functionality with one typical Logitech gamepad and one Chinese hacked SNES USB replica which is recognized as a noisy joystick xD ***

This is a Unity project using the New Input System package. Many people, myself included as much as anyone, have had a difficult time with local multiplayer in the new input system.

This is a template selection screen, in which any Gamepad or Joystick input is listened for, and will spawn an appropriate cursor with a PlayerInput component. This component is how the new input system recognizes a player has joined.

Pressing the submit button on the gamepad (adjustable in the action maps, of course) will lock the movement of the cursor and place the game object that is BEHIND the cursor into a variable in the CursorBehavior script. On loading the following scene, this object can either be stored in a persistent variable or instantiated, if the next scene is the gameplay. The PlayerInput component will be kept and attached to this object to maintain the player/object relationship.

This is all done in Screen Space (camera) in order that the game objects being selected can feasibly be placed in the selection area without absurd scaling. Ideally, the actual prefab that will be used for the player in the gameplay scene(s) can be used.

Currently, by the same token, the selection is done with raycasting and a game object. While it happens to be in the canvas and is a UI Image, this approach is used because of limitations. The current VirtualMouseInput that the new input system offers does not interface with the PlayerInput component, so it doesn't lend itself well to having separate instances that can be manipulated by different controllers (at least as far as my expertise allows).

About

Template for selection screen for using multiple (local) cursor icons using gamepads

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11 stars

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1 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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InputLocalMultiplayerTemplate

Template for selection screen for using multiple (local) cursor icons using gamepads and the new input system (Smash Bros. Style Selection).

*** This project has not been thoroughly as yet, this should be a good start, though. So far, I have tested just the basic functionality with one typical Logitech gamepad and one Chinese hacked SNES USB replica which is recognized as a noisy joystick xD ***

This is a Unity project using the New Input System package. Many people, myself included as much as anyone, have had a difficult time with local multiplayer in the new input system.

This is a template selection screen, in which any Gamepad or Joystick input is listened for, and will spawn an appropriate cursor with a PlayerInput component. This component is how the new input system recognizes a player has joined.

Pressing the submit button on the gamepad (adjustable in the action maps, of course) will lock the movement of the cursor and place the game object that is BEHIND the cursor into a variable in the CursorBehavior script. On loading the following scene, this object can either be stored in a persistent variable or instantiated, if the next scene is the gameplay. The PlayerInput component will be kept and attached to this object to maintain the player/object relationship.

This is all done in Screen Space (camera) in order that the game objects being selected can feasibly be placed in the selection area without absurd scaling. Ideally, the actual prefab that will be used for the player in the gameplay scene(s) can be used.

Currently, by the same token, the selection is done with raycasting and a game object. While it happens to be in the canvas and is a UI Image, this approach is used because of limitations. The current VirtualMouseInput that the new input system offers does not interface with the PlayerInput component, so it doesn't lend itself well to having separate instances that can be manipulated by different controllers (at least as far as my expertise allows).

About

Template for selection screen for using multiple (local) cursor icons using gamepads

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11 stars

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1 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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InputLocalMultiplayerTemplate

Template for selection screen for using multiple (local) cursor icons using gamepads and the new input system (Smash Bros. Style Selection).

*** This project has not been thoroughly as yet, this should be a good start, though. So far, I have tested just the basic functionality with one typical Logitech gamepad and one Chinese hacked SNES USB replica which is recognized as a noisy joystick xD ***

This is a Unity project using the New Input System package. Many people, myself included as much as anyone, have had a difficult time with local multiplayer in the new input system.

This is a template selection screen, in which any Gamepad or Joystick input is listened for, and will spawn an appropriate cursor with a PlayerInput component. This component is how the new input system recognizes a player has joined.

Pressing the submit button on the gamepad (adjustable in the action maps, of course) will lock the movement of the cursor and place the game object that is BEHIND the cursor into a variable in the CursorBehavior script. On loading the following scene, this object can either be stored in a persistent variable or instantiated, if the next scene is the gameplay. The PlayerInput component will be kept and attached to this object to maintain the player/object relationship.

This is all done in Screen Space (camera) in order that the game objects being selected can feasibly be placed in the selection area without absurd scaling. Ideally, the actual prefab that will be used for the player in the gameplay scene(s) can be used.

Currently, by the same token, the selection is done with raycasting and a game object. While it happens to be in the canvas and is a UI Image, this approach is used because of limitations. The current VirtualMouseInput that the new input system offers does not interface with the PlayerInput component, so it doesn't lend itself well to having separate instances that can be manipulated by different controllers (at least as far as my expertise allows).

About

Template for selection screen for using multiple (local) cursor icons using gamepads

Resources

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11 stars

Watchers

1 watching

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Contributors

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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InputLocalMultiplayerTemplate

Template for selection screen for using multiple (local) cursor icons using gamepads and the new input system (Smash Bros. Style Selection).

*** This project has not been thoroughly as yet, this should be a good start, though. So far, I have tested just the basic functionality with one typical Logitech gamepad and one Chinese hacked SNES USB replica which is recognized as a noisy joystick xD ***

This is a Unity project using the New Input System package. Many people, myself included as much as anyone, have had a difficult time with local multiplayer in the new input system.

This is a template selection screen, in which any Gamepad or Joystick input is listened for, and will spawn an appropriate cursor with a PlayerInput component. This component is how the new input system recognizes a player has joined.

Pressing the submit button on the gamepad (adjustable in the action maps, of course) will lock the movement of the cursor and place the game object that is BEHIND the cursor into a variable in the CursorBehavior script. On loading the following scene, this object can either be stored in a persistent variable or instantiated, if the next scene is the gameplay. The PlayerInput component will be kept and attached to this object to maintain the player/object relationship.

This is all done in Screen Space (camera) in order that the game objects being selected can feasibly be placed in the selection area without absurd scaling. Ideally, the actual prefab that will be used for the player in the gameplay scene(s) can be used.

Currently, by the same token, the selection is done with raycasting and a game object. While it happens to be in the canvas and is a UI Image, this approach is used because of limitations. The current VirtualMouseInput that the new input system offers does not interface with the PlayerInput component, so it doesn't lend itself well to having separate instances that can be manipulated by different controllers (at least as far as my expertise allows).

About

Template for selection screen for using multiple (local) cursor icons using gamepads

Resources

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11 stars

Watchers

1 watching

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Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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InputLocalMultiplayerTemplate

Template for selection screen for using multiple (local) cursor icons using gamepads and the new input system (Smash Bros. Style Selection).

*** This project has not been thoroughly as yet, this should be a good start, though. So far, I have tested just the basic functionality with one typical Logitech gamepad and one Chinese hacked SNES USB replica which is recognized as a noisy joystick xD ***

This is a Unity project using the New Input System package. Many people, myself included as much as anyone, have had a difficult time with local multiplayer in the new input system.

This is a template selection screen, in which any Gamepad or Joystick input is listened for, and will spawn an appropriate cursor with a PlayerInput component. This component is how the new input system recognizes a player has joined.

Pressing the submit button on the gamepad (adjustable in the action maps, of course) will lock the movement of the cursor and place the game object that is BEHIND the cursor into a variable in the CursorBehavior script. On loading the following scene, this object can either be stored in a persistent variable or instantiated, if the next scene is the gameplay. The PlayerInput component will be kept and attached to this object to maintain the player/object relationship.

This is all done in Screen Space (camera) in order that the game objects being selected can feasibly be placed in the selection area without absurd scaling. Ideally, the actual prefab that will be used for the player in the gameplay scene(s) can be used.

Currently, by the same token, the selection is done with raycasting and a game object. While it happens to be in the canvas and is a UI Image, this approach is used because of limitations. The current VirtualMouseInput that the new input system offers does not interface with the PlayerInput component, so it doesn't lend itself well to having separate instances that can be manipulated by different controllers (at least as far as my expertise allows).

About

Template for selection screen for using multiple (local) cursor icons using gamepads

Resources

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11 stars

Watchers

1 watching

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Packages

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