GamepadClickBehaviour
can be used to e.g. toggle functionality:ProteinComparisonExample
. When this behaviour is triggered, another object in the scene will be highlighted. In order to bind this behaviour to a button on the gamepad, run the following:toggleProteins
behaviour defined above to the inputHandler, gives it the name "toggleProteins", and binds it to the right directional pad button. In order to remove the behaviour again from the input handler, useProteinComparisonExample
, removes the default gamepad_camera_control
behaviour, and adds a new behaviour bound to the RX and RY axis, that'll rotate the node bound to activeProtein
. Movement and rotation controls are always active and should be bound to GamepadButton.AlwaysActive
.GamepadClickBehaviours
, but only for GamepadMovementControl
or GamepadRotationControl
.GamepadButton.Button0
GamepadButton.Button1
GamepadButton.Button2
GamepadButton.Button3
GamepadButton.Button4
GamepadButton.Button5
GamepadButton.Button6
GamepadButton.Button7
GamepadButton.PovUp
, GamepadButton.PovDown
, GamepadButton.PovLeft
, GamepadButton.PovRight
Component.Identifier.Z
Component.Identifier.X
, Component.Identifier.Y
Component.Identifier.RX
, Component.Identifier.RY