Thumbsticks are often the end-user’s primary method of interaction with the game, along with using buttons. Using regular thumbsticks as opposed to drawn thumbsticks allows you to style the component using textures and images. This can result in a larger filesize, but also allows for a higher level of customisation.
The thumbsticks can receive input either in the form of X/Y coordinates, or using the Area/Radius (A/R) system which provides a more realistic thumbstick simulation.
When creating the thumbsticks, be sure to set the inner and outer “dead zone” percentages (default 20% each). This helps ensure a smoother end-user experience during games.
Adding a thumbstick to a layout is fairly simple - the primary thing to remember is that you actually need a layout before the thumbstick can be added. Then it’s a matter of just clicking on the thumbstick icon in the components side panel.
Once you’ve created a style for the thumbstick, apply that style and edit the thumbstick properties using the input boxes and dropdown menus on the sidebar.
NOTE: The following images/gifs/videos need to be included in this section
Within Unity, a listener needs to be created to check for changes in the model data.
TableRealmsModel.instance.GetData<string>(GetDeviceID() + ".Thumbstick.T1.x");
TableRealmsModel.instance.GetData<string>(GetDeviceID() + ".Thumbstick.T1.y");
TableRealmsTiny.Model.GetData(TableRealmsTiny.P2PManager.GetMyInstance() + ".Thumbstick.T1.x");
TableRealmsTiny.Model.GetData(TableRealmsTiny.P2PManager.GetMyInstance() + ".Thumbstick.T1.y");
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