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Question by
Stratosome · Oct 16, 2018 at 09:19 PM ·
inputinputmanagercontrollers
How many inputs in Unity's Input Manager is considered bad?
I've got some code generating a lot of inputs to get multiple controllers set up as well as all of the buttons for each controller. When I generate the inputs, the Input Manager array can get... pretty long. For a simple little project, I had 8 possible players, and just to get the different buttons for PS4 and Xbox360 controllers in there, the array was over 400 inputs. Is this considered bad to do? To have so many inputs? This was only 2 types of controllers and obviously I'd like to support other kinds of controllers, so that list could get long.
I believe I need all of these inputs because the mappings on, for example, a PS4 and Xbox360 controller are different, so I need to set up proper inputs for each one.
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