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I've found a workable approach. I grabbed the DS4Tool source and copied the bits I needed into my Unity project so I could read the reports from the device directly. (That's the NativeMethods class to interface with Kernel32.dll, the device enumeration from HidDevices, and reading the report from the HidDevice class. I cut out the rest to keep things as ...


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Remember that acceleration is a change in velocity. You will want to use the acceleration samples to accumulate in the velocity variable. IE, instead of velocity = acceleration * time try velocity = velocity + acceleration * time


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I once created a system like this as an experiment. The way I did it was to abstract the pixel-perfect path of the mouse away into a series of quantized directions of travel (rounded to 45° for my purposes). My primitive matching algorithm just tried to fit a pattern to the series when the user released the mouse button. If I were to do it again I would ...



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