// Update is called once per frame void Update() { DirectInputWrapper.Update(); DeviceState state = DirectInputWrapper.GetStateManaged(0); if (Input.GetKeyDown(KeyCode.P)) { //Debug.Log("PLAY: " + DirectInputWrapper.PlaySpringForce(0, 0, sat, coeff)); //Debug.Log("PLAY: " + DirectInputWrapper.PlayConstantForce(0, constant)); Debug.Log("PLAY: " + DirectInputWrapper.PlayDamperForce(0, damper)); playing = true; } if (Input.GetKeyDown(KeyCode.S)) { //Debug.Log("STOP:" + DirectInputWrapper.StopSpringForce(0)); //Debug.Log("STOP:" + DirectInputWrapper.StopConstantForce(0)); Debug.Log("STOP:" + DirectInputWrapper.StopDamperForce(0)); playing = false; } if(playing) { // DirectInputWrapper.UpdateConstantForce(0, constant); } }