Comments (2)
My advice is to not use the Input Adapter at all, it's obsolete. Initially it was meant to solve the following issues:
- Abstract away the fact that the XBox 360 controller has different buttons codes on each OS.
- Allow you use use the DPAD and triggers as buttons instead of axes.
For point 1 it's much better to have a menu in your game where each player can rebind their buttons. Configure the game for the Windows XBox 360 drivers and let users on Mac and Linux rebind the buttons and axes. The added bonus with this solution is that the player can use any gamepad they want not just the XBox 360 one.
For point 2 you now have the Analog Button axis type which can convert any stick/trigger to button input.
If you don't want to allow the players to rebind the buttons you can also do it this way:
- Make three XBox 360 configurations, one for each OS, and set them up to receive input from Joystick 1 for player One.
- Write a script that runs at the start of the game and does the following:
- For each of the other three players, clone player One's configurations and change the axis properties so it receives input from Joystick 2, Joystick 3 and Joystick 4. Look at the CloneControllerConfiguration.cs script to get an idea on how to do it.
- Check what platform you run on and assign the corresponding configuration to each player.
from inputmanager.
Thank you very much for all these information ! I had the same kind of idea than you : declaring all the configurations possible for each player/platform and assigning the appropriate ones to the input manager based on the current platform.
But I didn't know that I could clone configuration. That may save a lot of time !
Thank you again.
from inputmanager.
Related Issues (20)
- Missing documentation HOT 3
- Unable to bind Analog Buttons HOT 2
- Special buttons like Control does not work HOT 2
- Dual shift key issue HOT 1
- XBox Controller Support HOT 6
- Xbox Controller Axis Rounding
- Floats may be parsed and written with different cultures HOT 1
- No gamepad adapter has been assigned. HOT 1
- Calling InputManager.StopInputScan() from ScanHandler causing stack overflow. HOT 1
- Something on the XInput doesnt seem to be working on 2018.2 HOT 1
- InputManager.IsScanning is execution order dependent HOT 10
- Editor Resources should be under the editor folder HOT 1
- Input Editor changes dont take effect
- Check if key is already assigned in any of the control schemes HOT 2
- Getting Mouse cursor's to world point
- ArgumentException: Input Axis mouse_axis_0 is not setup HOT 7
- InputManager loses all set controls in control scheme after pressing pause HOT 4
- Gamepad on control schemes for Gamepad 2 & 3 turn into Gamepad 1 upon loading input configuration HOT 3
- Keyboard Keys has delay issues with Running Script, but when I use the ARROW Keys, the problem is gone HOT 2
- new unity input system HOT 1
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