-
1. Re: GameInput APIs in Adobe AIR 3.7
Neverbirth Apr 8, 2013 1:52 AM (in response to nimitja)Just curious, will you release the SWC source code?
Thanks for you work.
-
2. Re: GameInput APIs in Adobe AIR 3.7
MJD1981 Jun 3, 2013 2:09 AM (in response to nimitja)Has anybody successfully implemented this yet?
Despite including the SWC provided, I'm getting "Class flash.ui::GameInput could not be found" on AIR 3.8.
Was I naive to think I could test this on Windows? Although I don't yet own an OUYA, I was hoping to get some response from an Xbox controller.
-
3. Re: GameInput APIs in Adobe AIR 3.7
zeh Jul 3, 2013 3:21 PM (in response to MJD1981)Thanks for this, guys. Will GameInput be available for other profiles in the future? Especially desktop and iOS (now that iOS is adding gamepad support). The documentation doesn't even list this limitation (although the tutorial does).
@MJD1981: it's working well when testing from an OUYA. When testing on a PC, it wouldn't work (GameInput.isSupported is false), but it should definitely be available as a class. The error you're seeing indicates it's not being imported at all. You're probably using the wrong airglobal.swc. I know it sounds crazy, but 3.8 is a beta, so not sure it actually contains all changes that have been applied to 3.7. Have you tried with the stable Air SDK?
-
4. Re: GameInput APIs in Adobe AIR 3.7
MJD1981 Jul 3, 2013 7:22 PM (in response to zeh)I did manage to get it to work in the end, thanks - even at the desktop! Turns out I was calling the imports a little bit too late in my large project, so I made it more of a priority.



