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Pikalek
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Unity Input System & Gamepads: How todo I work with fallbacked divicesgamepad fall back devices in Unity's Input System?

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?

Unity Input System & Gamepads: How to work with fallbacked divices

I was applying controls by Gamepad to my game. When I found that my gamepad fallbacked to Joystick. Then I also found out, that this is standard behaviour for the new input system.

I also read this link about overriding HID fallback. So I was creating by it custom scheme for my MSI gamepad.

There can be multiple gamepads, that Unity will detect only as Joysticks, but I need them to be detected as Gamepads, to properly use both left and right stick and allow theirs binding. If the device is recognized as Joystick, 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 completly the PS4 struct mentioned in link.

My questios are...

  • Differs every single gamepad with their offset and bits for the buttons? Or is it only between PS and XBox compatible ones?
  • How to handle every gamepad, that can fallback to joystick? I don't suppose that I have to map every single one... Also, how I could I, after all I can't bought every single gamepad to make it work with my game...
  • How do you handle many gamepads/controllers that you can't even be aware of?

How do I work with gamepad fall back devices in Unity's Input System?

I was applying gamepad controls to my game & I found that the fall back device for my gamepad is a joystick. As I understand it, this is standard behavior for the new input system.

I also read this link about overriding HID fallback. This is what I was doing by creating a custom scheme for my MSI gamepad.

There are multiple gamepad that Unity will detect only as joysticks, but I need them to be detected as gamepads, in order to properly use both their left and right sticks and allow their binding. If the device is recognized as joystick, 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 completely such as the PS4 struct mentioned in link.

My questions are:

  • Does every single gamepad differ with their offset and bits for the buttons or are the differences just between PS and XBox compatible devices?
  • How can I handle gamepads that can fallback to joystick? I don't suppose that I have to map every single one... especially since I can't purchase every single gamepad to make it work with my game.
  • How can a developer handle the various gamepads/controllers that they aren't even be aware of?
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Unity Input System & Gamepads: How to work with fallbacked divices

I was applying controls by Gamepad to my game. When I found that my gamepad fallbacked to Joystick. Then I also found out, that this is standard behaviour for the new input system.

I also read this link about overriding HID fallback. So I was creating by it custom scheme for my MSI gamepad.

There can be multiple gamepads, that Unity will detect only as Joysticks, but I need them to be detected as Gamepads, to properly use both left and right stick and allow theirs binding. If the device is recognized as Joystick, 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 completly the PS4 struct mentioned in link.

My questios are...

  • Differs every single gamepad with their offset and bits for the buttons? Or is it only between PS and XBox compatible ones?
  • How to handle every gamepad, that can fallback to joystick? I don't suppose that I have to map every single one... Also, how I could I, after all I can't bought every single gamepad to make it work with my game...
  • How do you handle many gamepads/controllers that you can't even be aware of?