public record class StickDeadzoneProcessorCuts out the centre of a stick's range and rescales what is left, radially.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Radial, on the magnitude, not per axis. An axial dead zone applied to each component separately makes a stick pushed diagonally at half deflection read as zero on both axes, and makes the live region a square with the corners of the circle cut off — which is why diagonal movement feels wrong in games that get this wrong. The defaults are Unity's, which are the values a decade of shipped games converged on.
On a one-dimensional binding it degenerates to the axial form, which is correct: a trigger has no direction to preserve.
Fields and properties (3)
public float MinHow far from centre the live range starts.
public float MaxWhere it saturates — below 1 because a real stick never reaches its corners.
public string NameThe name it is written under in a .vxinput.
Methods (2)
Used by (1)
- InputProcessorFactoryVixen.Input