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Question by ScentedPinecone · Jan 13, 2016 at 12:56 PM · controllerinput.getkeyplaystationinput.getbutton

Why doesn't Input.GetButtonDown() work with my ps4 controller?

I am trying to add just a simple debugging type of log to my project, but I don't want to see it all the time. So I am wanting to toggle it on and off by using a button. I can get it to work when I use a key from the keyboard, but when I try to use the ps4 controller it doesn't work. It really isn't that big of an issue, but it would be nice to know how to make it work.

I am new to unity3D so if I am doing this completely wrong, please let me know, or if there is an easier/better way. I had to get creative, by using the knowledge of it that I had, so this is what I came up with:

                     //PS4_X is the correct name in the Input manager
                     if (Input.GetButtonDown("PS4_X"))
                     {
                         //Increments counter every frame to toggle log
                         counter++;
 
                         //decides whether to display the log or not
                         if (counter % 8 == 4)
                         {
                             isActive = true;
                         }
                         else
                         {
                             isActive = false;
                         }

In my log, it displays if the buttons are working or not, and every time I press the 'X' button it displays the value True and if it isn't it displays False. So I know the button is working.

My math in the second 'if' statement comes from, whenever I press a keyboard key, it increments my 'counter' variable 8 times, thus I am able to make that calculation.

If you need more info, please let me know! Any help/advice will be greatly appreciated! Thanks in advance!

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