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Context: Developing a Unity game which uses Rewired for controller input and Steam Remote Play for online play.
Objective: Distinguish between online (Remote Play) and local controller inputs for QOL reasons like extracting steam names for lobby or scoreboards.
Blockers:
- Steam Remote Play API lacks direct access to controller data (e.g., DirectX ID) for controller identification.
- Relying on player join order doe not provide reliable identification due to dynamic changes, such as 2 players joining, then the host assigning them controllers out of order, or controller swaps in general.
Attempted Solution: Implement a single mapped action in SteamInput (e.g., 'A' button press) and require players to press it multiple times in the lobby. Read the input from Rewired & Steam and determine sync based on input timing.
Question for the people smarter than me here:
1) Is this the best/only solution?
2) Does SteamInput API & SteamRemotePlayAPI have data in common to identify a link between them?
Being new to SteamInput specifically, I'm about to do a deep dive on (2) and I don't know if it's worth it. If I created a Steam input action map just for Start or A press, can I get any info on the keypress that could allow me to know if it belongs to a specific remote play controller? What if their are two players remote playing from the same session?
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- 11 months ago
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- reddit.com/r/Steam/comme...