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Question by HyblockerDevelopment · Aug 28, 2017 at 07:44 AM · c#inputmanagerinput.getaxisjoysticks

Joystick Returning 0 In Axis

So i'm trying to make a game that requires DUALSHOCK 3 Input (though I might move to DUALSHOCK 4). I'm trying to get input from the RIGHT ANALOG STICK, but it's returning 0. Even when I move the ANALOG STICK!

Please help me! Below is my Code (Right now I'm trying to move the camera)

 using UnityEngine;
 using System.Collections;
 using System;
 
 public class CamMovement : MonoBehaviour {
 
     public GameObject Cam;
     public GameObject FollowObj;
     public static bool FollowPlr=true;
     public static bool FixedRotation=false;
     public static Quaternion Rot=Quaternion.Euler(new Vector3(0,0,0));
 
     // Use this for initialization
     void Start () {
         Cam.transform.position=FollowObj.transform.position+new Vector3(0,0,-10);
     }
     
     // Update is called once per frame
     void Update () {
         if (FollowPlr==true && Shake!=0){
             Cam.transform.position=FollowObj.transform.position+new Vector3(0,0,-10);
         }
         if (FixedRotation == true) {
             Cam.transform.rotation = Rot;
         } else {
             //Listen to gamepad output
             float RX = Input.GetAxis ("RX");
             float RY = Input.GetAxis ("RY");
             print ("RX=" + RX.ToString ());
             print ("RY=" + RY.ToString ());
 
             float CURR_X = 0f;
             float CURR_Y = 0f;
             if(-30<CURR_X && CURR_X>30){
                 CURR_X = CURR_X + (RX);
             }
             if(-30<CURR_Y && CURR_Y>30){
                 CURR_Y = CURR_Y + (RY);
             }
 
             //Make Rotation value
             //Rot = Quaternion.Euler(new Vector3(0,CURR_Y,CURR_X));
 
             //Set Rotation
             Cam.transform.Rotate(0,CURR_Y,CURR_X);
         }
 
 }

And here's my Input Manager: alt text

inputmanager4dualshock3.png (61.2 kB)
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Answer by this-play · Aug 28, 2017 at 11:53 AM

maybe something off with the smoothing values (dead, sentitivity, gravity?) try Input.GetAxisRaw() and check your joystick axis mapping.

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