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v1.0Final - Comprehensive DirectInput Force Feedback & Input System Overhaul
Implements a complete runtime and editor-based input management system with DirectInput Force Feedback support and IL2CPP compatibility. Core Changes: - Added Logitech SDK logics - Added runtime configuration UIs (F2: Input Mapping, F3: FFB Settings) - Implemented IL2CPP callback support with proper __stdcall convention - Added input mapping cache with duplicate protection - Integrated real-time device detection and configuration Technical Improvements: - Enhanced error handling and device connection management - Implemented proper FFB effect cleanup and memory management - Added DBTEvents enum support (0x0007, 0x8000, 0x8004) - Streamlined save/load system with PlayerPrefs persistence - Fixed IL2CPP NotSupportedException in Windows builds The update provides a complete runtime alternative to editor-only configuration, enabling both FFB and input mapping adjustments during gameplay while ensuring proper IL2CPP support for production builds. Core Changes: - Added Logitech SDK logics - Added runtime configuration UIs (F2: Input Mapping, F3: FFB Settings) - Implemented IL2CPP callback support with proper __stdcall convention - Added input mapping cache with duplicate protection - Integrated real-time device detection and configuration Technical Improvements: - Enhanced error handling and device connection management - Implemented proper FFB effect cleanup and memory management - Added DBTEvents enum support (0x0007, 0x8000, 0x8004) - Streamlined save/load system with PlayerPrefs persistence - Fixed IL2CPP NotSupportedException in Windows builds The update provides a complete runtime alternative to editor-only configuration, enabling both FFB and input mapping adjustments during gameplay while ensuring proper IL2CPP support for production builds.
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README.md

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@@ -53,7 +53,6 @@ Next, Go to the [Releases section of this GitHub repository](https://github.com/
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| RightCollision ||
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[comment]: <> (✅ ℹ️ 🔲)
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Note that everything is adjustable in the native DLL, And the Custom Force effect exists but has not been fully done.
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Note that everything is adjustable in the native DLL, The Custom Force effect exists but has not been fully done, And the collision effects are only in the Unity project.
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## Compatible Devices

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