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Question by LoloBad · Feb 26, 2021 at 11:54 PM · inputgamepad

How do I detect any input on a gamepad?

Hi guys,

I want my game to be playable on keyboard and on gamepad, and I want to offer an immediate and invisible transition from one to the other. I'm using the (now not so) new input system and it worked well until I need to slightly differentiate a behavior depending on the inputs coming from the keyboard or the gamepad (something about the camera)

For this I was planning to have a boolean to keep track of the origin of the latest input.

 if (Keyboard.current.anyKey.wasPressedThisFrame)
 {
      keyboardIsTheActiveController = true;
 }
 else if (Gamepad.current.anyKey.wasPressedThisFrame)
 {
      keyboardIsTheActiveController = false;  // it's th gamepad.
 }

The problem is that Gamepad.current.anyKey doesn't exist, nor anyControl, anyInput, or whatever.

How do I detect any input on a gamepad?

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Answer by LoloBad · Feb 28, 2021 at 03:30 PM

OK, I found a solution from this very interesting one-year-lasting topic : https://forum.unity.com/threads/detect-most-recent-input-device-type.753206/

I share here my discovery to avoid someone else spend time on the same issue.

To sum up the new input system is not 100% over : API is not complete and documentation is faulty or missing and here is the piece of code from Rene-Damm and FeastSC2 that solves my case. (Thank you guys)

             InputSystem.onActionChange += (obj, change) =>
             {
                 if (change == InputActionChange.ActionPerformed)
                 {
                     var inputAction = (InputAction) obj;
                     var lastControl = inputAction.activeControl;
                     var lastDevice = lastControl.device;
                    
                     Debug.Log($"device: {lastDevice.displayName}");
                 }
             };
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