Input Overlay

Input Overlay v5.0.5

It seems it was indeed the incorrect keycode, but replacing with the supposedly correct one (222, or 0xDE, according to the linked program) does not change anything inside of OBS. I have made sure that I saved the .json and restarted OBS on multiple occasions without any results. Checking with the web editor, the keycode was indeed changed to 0xDE so it should be the right one.
 
I don't know if browsers detect the paddles, so I'm not sure if I can add support for them to the editor. You should however be able to set the keycodes manually. Just untick "record keycode" and enter the number:
View attachment 102989
Here's the list of codes:
Specifically the paddles:
SDL_CONTROLLER_BUTTON_PADDLE116
SDL_CONTROLLER_BUTTON_PADDLE217
SDL_CONTROLLER_BUTTON_PADDLE318
SDL_CONTROLLER_BUTTON_PADDLE419
Not sure which one is the correct one, so you'll have to test that.

It might just be that the anti cheat prevents the plugin from working. I don't think there's much that can be done in that case.
What is really curious is:

I was able to make toe plugin works when I open another "program" which do the same.

For example, if I download nohboard and open it, the OBS Input overlay instantly works in GTA 5, but if I close the nohboard program, the OBS Plugin stop to work.

The only think I can guess is: somehow the obs input overlay plugin need any DLL loaded or smth like that similarly to nohboard, but when another program loads that dll, the plugin start to work.

So at this moment, when I want the plugin to works properly in GTA 5 I open the nohboard, so plugin start to working and let the nohboard "opened" in bg to input overlay works.
 
Got an interesting issue. Currently, I'm competing with one problem vs. another, and this one seems like the problem most likely fixable.

I have an SN30 Pro that I'm trying to get working with this plugin, but I only seem to be able to get it to be seen by the plugin if I connect to my PC via XInput mode (causing it to be seen as an XBox pad). This works perfectly fine... except that because it's an XBox pad in this mode, the bottom L and R buttons are seen by everything as analog triggers. Where I'm trying to use it, it is unable to recognize both buttons being pressed at the same time (ZUp at max and ZDown at max cancel each other out and it is seen as no input at all).

This changes if I instead connect under DInput, where the bottom L and R buttons are seen as the digital buttons they are, but the plugin does not seem to recognize this as a controller anymore. As what I'm trying to play on isn't going to be changing any time soon, I'm hoping I can instead find a means to get this plugin to see the pad while in DInput. Any ideas on what I might be missing?
 
Got an interesting issue. Currently, I'm competing with one problem vs. another, and this one seems like the problem most likely fixable.

I have an SN30 Pro that I'm trying to get working with this plugin, but I only seem to be able to get it to be seen by the plugin if I connect to my PC via XInput mode (causing it to be seen as an XBox pad). This works perfectly fine... except that because it's an XBox pad in this mode, the bottom L and R buttons are seen by everything as analog triggers. Where I'm trying to use it, it is unable to recognize both buttons being pressed at the same time (ZUp at max and ZDown at max cancel each other out and it is seen as no input at all).

This changes if I instead connect under DInput, where the bottom L and R buttons are seen as the digital buttons they are, but the plugin does not seem to recognize this as a controller anymore. As what I'm trying to play on isn't going to be changing any time soon, I'm hoping I can instead find a means to get this plugin to see the pad while in DInput. Any ideas on what I might be missing?
To add, I should note that using the online tool to build an overlay only partially recognizes the pad in DInput mode - no option seems to recognize the d-pad portion.
 
Gamepad not detected. Tried launching as admin, unplugging/plugging back in, etc. SDL2 detects inputs.

1716993272597.png
 
Hi there, I'm a developer and I want to use OBS's recording feature, obs-websocket, and input-overlay simultaneously to record screen and keyboard/mouse input.
This works for screen and keyboard/mouse recording, but I don't know if I can "replay" the recorded keyboard/mouse actions. Is there a good way to do this?
 
Hi there, I'm a developer and I want to use OBS's recording feature, obs-websocket, and input-overlay simultaneously to record screen and keyboard/mouse input.
This works for screen and keyboard/mouse recording, but I don't know if I can "replay" the recorded keyboard/mouse actions. Is there a good way to do this?
You mean replay inputs as in make them show up in the overlay source?
You can send input data to input overlay via a websocket connection in the same way the client software does. The data has to be sent as binary.
Each packet has the following layout
64 bytesdevice name that the event is coming from
1 byte0 for keyboard/mouse events, 1 for gamepad events
idk how many bytes, lolentire uiohook_event struct
 
Sliding a bit aside with this. I've switched over to Linux and I'm trying to actually create a new layout using the github.io tool, only that it does not seem to sense my controller whatsoever. I know when I load the plugin into OBS, it can see the pad just fine (though I have no layout to work with), but when I go to build gamepad buttons, it can't record the keycode. Not really sure what to do about that. Is there something I need to do in order for it to recognize my pad?
 
You mean replay inputs as in make them show up in the overlay source?
You can send input data to input overlay via a websocket connection in the same way the client software does. The data has to be sent as binary.
Each packet has the following layout
64 bytesdevice name that the event is coming from
1 byte0 for keyboard/mouse events, 1 for gamepad events
idk how many bytes, lolentire uiohook_event struct
Thanks for the reply! But, I mean, `replay` means literally replaying the recorded keyboard/mouse events after the record stop.
e.g. after typing "something" and stop record, when I replay that, I want to input "something" as well.

I can implement a simple replay function manually, but I was concerned about some subtle mismatch error in replay. Especially to high-frequency mouse events.

I'm curious about whether is there a standard/cool way to replay events.
 
Hello, great plugin, I'm having one small issue, is I can't add another extra wheel click, it's a weird and whacky one though, it's called something like a "side click" as in I can push my wheel to the left (by pushing on the right side of the wheel to the left) and, can push my wheel to the right (by pushing on the left side of my wheel), so basically for the output results, I just want the left wheel click [when pushing from right] to show the left half of the wheel highlighted, and the right half for when the right half of the wheel is clicked.
 
Thanks for the reply! But, I mean, `replay` means literally replaying the recorded keyboard/mouse events after the record stop.
e.g. after typing "something" and stop record, when I replay that, I want to input "something" as well.

I can implement a simple replay function manually, but I was concerned about some subtle mismatch error in replay. Especially to high-frequency mouse events.

I'm curious about whether is there a standard/cool way to replay events.
I don't know what you mean.
Hello, great plugin, I'm having one small issue, is I can't add another extra wheel click, it's a weird and whacky one though, it's called something like a "side click" as in I can push my wheel to the left (by pushing on the right side of the wheel to the left) and, can push my wheel to the right (by pushing on the left side of my wheel), so basically for the output results, I just want the left wheel click [when pushing from right] to show the left half of the wheel highlighted, and the right half for when the right half of the wheel is clicked.
Mice only have five buttons by default and any additional buttons are just mapped to keys or mouse buttons. The left/right nudging of the wheel is usually just what side buttons on a normal mouse do, i.e. going back and forth in the browser.
 
I don't know what you mean.

Mice only have five buttons by default and any additional buttons are just mapped to keys or mouse buttons. The left/right nudging of the wheel is usually just what side buttons on a normal mouse do, i.e. going back and forth in the browser.
I meant that on the wheel, there's two other buttons by pushing from the left of the wheel to register a right wheel [side] click, and then pushing from the right, registers a left wheel [side] click not the buttons that are already back and forth on the browser, which has already been respectively displayed
 
I meant that on the wheel, there's two other buttons by pushing from the left of the wheel to register a right wheel [side] click, and then pushing from the right, registers a left wheel [side] click not the buttons that are already back and forth on the browser, which has already been respectively displayed
The plugin only supports five button mice. Any non-standard buttons or behavior via custom drivers are not accessible by the external library that is used for retrieving input information.
 
What is really curious is:

I was able to make toe plugin works when I open another "program" which do the same.

For example, if I download nohboard and open it, the OBS Input overlay instantly works in GTA 5, but if I close the nohboard program, the OBS Plugin stop to work.

The only think I can guess is: somehow the obs input overlay plugin need any DLL loaded or smth like that similarly to nohboard, but when another program loads that dll, the plugin start to work.

So at this moment, when I want the plugin to works properly in GTA 5 I open the nohboard, so plugin start to working and let the nohboard "opened" in bg to input overlay works.
univrsal could you check something related to that about the plugin ?
 
Hello.

I'm using https://github.com/Code52/carnac zu visualize mouse clicks. In the OBS recording I can only see the visualization if I use Display Capture on OBS but not Window Capture.

Is this a general limitation of Input Overlay or Carnac? How can I visualize mouse clicks in a Window Capture?

Thanks, Bottarga.
 
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