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Viewing 2 posts tagged "ouya"

DOING THUMBSTICK DEAD ZONES RIGHT

12 Apr 2013

As OUYA Kickstarter backers begin receiving their dev units, I’ve seen several discussions pop up about thumbstick dead zones. Unfortunately most of the advice I’ve seen is pretty bad, so I thought I’d share some simple techniques I’ve learned over the last six years working on major PS3 titles Warhawk and Starhawk.

(Note: The following code samples are in C# and based on Unity, but the basic principle should be clear enough to adapt to whatever language/API you’re working within.)

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