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Question by ABerlemont · Apr 18, 2013 at 04:51 PM · controllerwindowsmacosxxbox360

Using Xbox 360 controllers on mac os with unity

Good people of Unity Answers :),

I'm currently working on a game in Unity3D using xbox 360 (wired or not) controllers. I'm searching for some king of "best practice" to achieve Windows and MacOS support for the game.

STEP 1

My first approach was to create a full InputManager.asset mapped for 4 controllers based on :

http://wiki.unity3d.com/index.php/Xbox360Controller

http://wiki.etc.cmu.edu/unity3d/index.php/Joystick/Controller (and some other ...)

and use the Input.getAxis().

ISSUE

The main issue I have is when you disconnect and reconnect a controller : the Axis ID changes ... and it's veeeeery hard to find re-assign the controller to the right player instance in the game.

The ONLY information that Unity provides me is the Input.GetJoystickNames() to know at any moment how many controllers are connected ... but it's not enought informations to know who is plugged where ...

STEP 2

Then I heard of the XInput dll :

http://forum.unity3d.com/threads/37542-XInput-NET-full-support-for-Xbox-360-Controller-(Windows)

that would have solve everything regarding using the controller...

ISSUE

... but sadly it doesn't work in macOs ...

Any solutions ? Thanks :)

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