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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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Those appear to all be tools that wrap DirectInput to XInput. Unity has support for DirectInput and so you should be looking at getting it work without 3rd party tools. The key is if the IMU is mapped to anything in DirectInput and if it is already in a usable state. If not, you might have to write your own DirectInput handler to deal with the raw data. ...


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You have to define that function pointer yourself. It doesn't exist in the OpenGL implementation that ships with Windows and this is why you have a problem on that line labeled // Not recognised. At the very least, you need something to the effect: PFNWGLCREATECONTEXXTATTRIBSARBPROC wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC) ...



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