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Question by Ben Humphreys · May 24, 2013 at 01:16 AM · inputcontrollerjoystick

Getting Raw Joystick Input via Script

I'm trying to deal with controllers in a programmatic way. The InputManager is a massive hassle.

I want to work out what Unity calls each of the buttons I press, for a few reasons: - Binding input from unknown controller types to actions. - Debugging what Unity calls each button (e.g. controller type A has button X, which Unity thinks is Button7

For keyboard it seems i can do:

 void OnGUI() {
     Event e = Event.current;
     if (e.isButton && Input.anyKeyDown) {
         Debug.Log(e.keyCode.ToString());
     }
 }

I couldn't find anything in Event for joysticks. What do other people do?

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Answer by Waz · May 24, 2013 at 01:57 AM

There are no events for joysticks - you'll have to iterate through all buttons.

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avatar image Ben Humphreys · May 24, 2013 at 02:04 AM 0
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Thanks for the quick reply! Don't I have to set up all buttons manually through the Input$$anonymous$$anager before being able to iterate through them?

avatar image Waz · May 24, 2013 at 02:07 AM 1
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No, see $$anonymous$$eyCode.JoystickButton0 and friends.

avatar image Ben Humphreys · May 24, 2013 at 02:07 AM 0
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Sorry I see now, I use the Joystick entries on $$anonymous$$eyCode

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