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Question by Raresh · Sep 25, 2016 at 08:09 PM · androidcontrolsgamepad

Handle multiple controller input layouts?

I've been looking around for an answer about how to handle multiple controller input layouts, and all the answers I've seen suggest making a separate layout for each controller. The answers are also pretty old (a few years) and I'm wondering if there's a better new method of handling this?

Some controllers use Axis for D-pad, others use buttons, so far all I am left with is hard-coding for each controller type, and that is just a pain, as not all controllers have the same button mapping/axis mapping etc.

I can't have a menu to remap controls either (as far as I know) for Android without putting the user through hassle.

Any suggestions would be greatly appreciated :)

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Answer by kidmosey · Sep 25, 2016 at 08:50 PM

The best option I know of is to use a different Input Manager than the default unity manager, such as Input Manager.

You might also consider implementing several managers as instances of a ScriptableObject, which would allow you to change default mappings based on the controller ID.

Here's one way you could implement it (The interface is the same as UnityEngine.Input):

 [Serializable]
 public class AxesMapping
 {
     public string axisName;
     public string inputManagerAxis;
 }
 
 public class CustomInput : ScriptableObject
 {
     /// <summary>
     /// The default custom input is simply a pass-through
     /// </summary>
     static CustomInput currentCustomInput;
     public static CustomInput CurrentCustomInput
     {
         get
         {
             currentCustomInput = currentCustomInput
                 ?? ScriptableObject.CreateInstance<CustomInput>();

             return currentCustomInput;
         }
         set
         {
             currentCustomInput = value;
         }
     }
 
     #region Inspector Properties
     public string[] controllerIDList = { };
     public AxesMapping[] axesMappings = { };
     #endregion Inspector Properties
 
     /// <summary>
     /// Parsing a dictionary of mappings is faster than parsing an array, so this should
     /// be used instead of the axesMappings field.
     /// </summary>
     Dictionary<string, string> mappedAxes;
     protected Dictionary<string, string> MappedAxes
     {
         get
         {
             mappedAxes = mappedAxes
                 ?? axesMappings.ToDictionary(am => am.axisName, am => am.inputManagerAxis);
             return mappedAxes;
         }
     }
 
     #region "Overridden" UnityEngine.Input methods
     //
     // Summary:
     //     ///
     //     Returns the value of the virtual axis identified by axisName.
     //     ///
     //
     // Parameters:
     //   axisName:
     public static float GetAxis(string axisName)
     {
         string mappedAxis;
         if (CurrentCustomInput.MappedAxes.TryGetValue(axisName, out mappedAxis))
         {
             return Input.GetAxis(mappedAxis);
         }
 
         return Input.GetAxis(axisName);
     }
 
     //////////////////////////
     // Implement all other UnityEngine.Input methods and properties
     //////////////////////////
     #endregion "Overridden" UnityEngine.Input methods
 }

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