I was applying gamepad controls by Gamepad to my game. When & I found that the fall back device for my gamepad fallbacked to Joystickis a joystick. ThenAs I also found outunderstand it, that this is standard behaviourbehavior for the new input system.
I also read this link about overriding HID fallback. SoThis is what I was creatingdoing by itcreating a custom scheme for my MSI gamepad.
There can beare multiple gamepads,gamepad that Unity will detect only as Joysticksjoysticks, but I need them to be detected as Gamepadsgamepads, in order to properly use both their left and right sticksticks and allow theirstheir binding. If the device is recognized as Joystickjoystick, it won't react to any gamepad scheme binding.
I found out that (in mentioned link) I can match devices by product name, manufacturer, etc. There can be also differences in their buttons as I had to remap completlycompletely such as the PS4 struct mentioned in link.
My questiosquestions are...:
- DiffersDoes every single gamepad differ with their offset and bits for the buttons? Or is it only or are the differences just between PS and XBox compatible onesdevices?
- How tocan I handle every gamepad,gamepads that can fallback to joystick? I don't suppose that I have to map every single one... Also, how I could I, after allespecially since I can't boughtpurchase every single gamepad to make it work with my game...
- How do youcan a developer handle manythe various gamepads/controllers that you can'tthey aren't even be aware of?