Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Neeko · Oct 21, 2013 at 03:17 PM · inputinputmanager360 controllerexternal controller

InputManager doesn't detect gamepad numbers correctly

I have a split-screen local multiplayer game. Each connected controller receives a split-screen, so that controller 1 is the upper left corner, controller 2 is the upper right corner, etc.

Lets say I have three 360 gamepads connected to a Windows PC. One through direct USB connection, the other two through the wireless receiver (if it matters).

In InputManager, I have all of the input mappings setup like so

  • Horizontal0

  • Shoot0

  • Jump0

  • Horizontal1

  • Shoot1

  • Jump1

  • etc...

So that the 360 controller marked at controller 1 would correspond to input mappings 0 and control the upper left screen, controller 2 would correspond to input mappings 1 and control the upper right screen, etc.

The problem I'm facing is that often (though not always) Unity will recognize the second 360 controller (I say second, because the upper right light ring is lit on the controller) as controller 1, and thus controls the player in the upper left corner split-screen, instead of the upper right corner split-screen as expected.

Is this just a known Unity quirk? Are there any known workarounds so that Unity always properly respects the controller numbers?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by Neeko · Jan 07, 2014 at 06:48 PM

After some time, I can answer my own question.

This appears to be a common issue as reported here and unfortunately, there's no true solution.

My solution has been to use XInputDotNet instead of the built-in Unity InputManager which I can attest fixes the issue. Problem with that, it uses DirectX which means Windows only.

There's also XboxCtrlrInput which attempts to create a more multi-platform solution, using XInputDotNet on Windows and seemingly falling back to Unity's built-in InputManager for all other platforms.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

14 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Joystick Right-Stick Input for Rotating Camera 0 Answers

Is there a way to modify Input Manager so that an ax is be able simulate an input from code? 0 Answers

how to make a configurable input 1 Answer

How to read the input manager from a script 1 Answer

OnClick triggers twice because of UnityEngine.SendMouseEvents 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges