thisis still one body and not the thing in the middle is not a separate body as i hoped. at some points at the shoulder button parts the inner part is still connected to the outer side of the box ( because of the gabs) and there is the connection at the bottom.
IN order to combine/cut the controller away from the box yo'll first have to make sure you have a solid body that is not a shell, does not have ant nooks and devices where sliders of material are left after combining. I've been able with a lot of work to get the important bottom half to a solid body but it took a several approaches to get this into a solid with no openings and without unnecessary features.
I was a little shocked when I started looking at the PowerA Fusion Pro 3 controller. This is a controller that is batting well outside of its price range. Here we have a very reasonably-priced product that includes features that I've only seen on very high-end controllers that retail for around $250, and the Fusion Pro 3 is pulling off these expensive tricks better than those "high end" controllers. The fact that you can pick up this controller for $79 is mind-boggling; I could easily see this product retailing for $100 or more, and gamers wouldn't even blink.
To be clear, this is indeed a corded controller. There is only one licensed wireless Xbox controller on the market - the MOGA XP-Ultra - but don't let the fact that there is a cord to contend with stop you from considering this excellent option. The cord itself is a very nice braded 10ft USB to USB-C cord that comfortably reaches anywhere in my living room when I have it plugged into the front of my Series X. Frankly, as usual with cords, I instantly forgot that it was there.
The packaging for the Fusion Pro 3 is pretty slick as well. The controller arrives in a very nice box. Inside the box is an extremely sturdy-feeling carrying case, which contains the cord and the replacement/alternate thumbsticks. Again, it's all a bit more plushy than what I would expect from an $80 controller, and it goes a long way towards making the product feel "premium".
The controller itself is at first glace very similar to the standard Xbox controller, with all of the usual buttons right where you would expect them to be. But look again, and you'll notice the chat volume controller lever on the front of the device (works like a charm) and the rubberized textured grips, which extend all the way around to the back of the controller. These grips feel great in your hands, and remain comfortable for hours-long gaming sessions.
The controller also features four programmable buttons, two on each hand grip, which have the easiest and most intuitive programming process I've yet seen. It's so stupid simple that I figured it out without even looking at the instructions. You just hold down a programming button on the back of the controller until a little light blinks on the front, tap the button you want to map, and then tap the button you want to map it to. I immediately programmed the L3 and R3 buttons to the top back buttons in about 20 seconds, and then went about my merry way. Doesn't get much easier than that, friends.
The Fusion Pro 3 has a detachable face plate which pops off, allowing for the quick and easy changing of thumbsticks. The standard thumbsticks are concave, and feel very similar to what you would find on a standard Xbox controller, with just a bit more "texture" than you might be used to. I went ahead and tried the taller, convex sticks the Pro 3 ships with, but frankly, I'm just not that precise with my shots - I'm far more comfortable with the shorter sticks. I was mostly playing Exoprimal and Tiny Tina's Wonderlands while testing the controller, both of which allow me to be the inaccurate shooter I naturally am. So, back to the default sticks for me.
I've been saving the best and smartest feature of the Fusion Pro 3 for last, just because I was so impressed by it. I have reviewed a few controllers that have very shallow trigger depth, and while I understand the use case for this feature, I kinda hate it. I just don't play enough games to make the shorter trigger pull distance worth the price it normally costs to achieve, and having a hair trigger depth makes a controller useless for 9/10 of the games I play. It is a very specific feature, for a very specific type of gamer, and that ain't me. The ultra-expensive controllers I have with the feature usually end up in the hands of my 23-year-old son, who can actually get some use out of them.
The Fusion Pro 3 resolves this issue in a way that is so jaw-droppingly simple in execution that I'm stunned that no one else has done it. The controller has two little switches on the back, right next to the triggers. This switch regulates the depth of the trigger pull. Want the full range? Fine. Want a half pull? No worries. Want to be able to fire off shots left and right while barely moving your finger? You do you. It's a fantastic feature, and you know what? I actually used it. While playing Tiny Tina, I set the right trigger to the shortest depth, and was perfectly happy with that as my firing mechanism. Then when I was done, I switched it back over and had the full range for Forza. Amazeballs.
The PowerA Fusion Pro 3 is a pretty great deal for the investmentYou are getting a lot of good stuff packed in here, more or less for the price of a standard Xbox wireless controller. Though the cord might be a deal-breaker for some, you really don't have a lot of options without a cord right now. As someone that plays a lot with PC Game Pass, I'm particularly impressed with the Fusion Pro 3 as an option for PC use. I've been through a number of cheapie corded Xbox controllers, and now that I've seen the other side, I'm never going back. For the money being asked, the PowerA Fusion Pro 3 is an absolute banger.
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Do i have other options to configure my 70 emulators to my 2 Xbox controllers skipping their native interface or config/ini files? Last time I configured a cab was 10 years ago so I might be a bit outdated with the news.
I configured the controllers in the same way. They are both detected but it's only the dpad of controller2(up,down,left,right) that is stuck to the same keys assigned to the dpad of controller 1. The buttons (punch, kick/jump) of controller 1 and 2 are fine.
-What I need to know are the values of the controller 2 dpad ( and what part of the .ini I should modify). How can I retrieve the numbers? Dpad1 is 200,208,203,205. Dpad2 no idea 'cause it is not detected.
So I broke out both of my XBoxOne controllers to see if I could help you out. Funny enough though, I configured both through the Fusion GUI and had no problem with the setup. I tried both using the left stick and then the dpad for movement and they worked independantly just fine (in Streets of Rage at least).
Unluckily does not work because player 2 dpad is recognised in the same way as player 1 dpad, so no idea how to tell fusion to recognise it differently. If I put the right values of a standard xbox 2 controller it does not work because in fusion it has the same values when recognised as dpad for controller 1.
Hey Thinker. I went back and tested Fusion through GameEx with my two XBoxOne controllers and I was able to use the dpads on both just fine. Do keep in mind that my tests are not exactly the same as your since you are using XBox360 pads.
Both thumbsticks are replaceable, with the box including two more. I find the anti-friction rings on any Xbox controller irritate my thumbs. This comes with one smooth option to swap out, but the other extra still is rough still. There is also a mappable and removable Pro Pack attached to the back. This adds 4 extra buttons to the back of the controller that can be customized to any other button, or combination of buttons, that you desire.
However, when playing Elder Scrolls Online, the main attack button required a medium or long press and would not work at all in the short press setting. Luckily these are adjusted with a simple switch movement, and can be done in game, so no time is lost. Being able to customize the Fusion Pro 2 in each individual game, even while on the move, is a game-changing feature.
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Fusion has its own simulation timing segment called FixedUpdateNetwork() which fundamentally is very similar to Unity's FixedUpdate()in that it is a fixed interval timing segment that executes forward once enough actual time has passed - and that it represents Simulation.
FixedUpdateNetwork() however is called and managed by Fusion. The most notable difference between FixedUpdateNetwork() and FixedUpdate() is that in Server/Client topologies (not in Shared Mode) Fusion will regularly reset State (Networked Properties) on Clients when Server updates arrive, and then re-simulate from that remote Server Tick state forward to the current local Tick.
Also, in ALL topologies Fusion captures State immediately after all FixedUpdateNetwork() callbacks have executed for a Tick. This makes FixedUpdateNetwork() the correct location for all simulation code - as FixedUpdateNetwork() and Simulation are essentially synonymous.
Using any of the Server/Client topologies (Dedicated Server/Host/Single), it is critical that all controller code simulate inside of FixedUpdateNetwork(). This is important to remember when importing code from the Asset Store or even reusing old code of your own, as typically these will use Update() and FixedUpdate() timing segments.
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