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7 votes

Button mapping of an Xbox 360 controller for windows

Below is a helpful image guide, provided by the Unify Community Wiki article on the Xbox 360 controller. Make sure you use Axis The triggers are represented as axis, as opposed to buttons. This is ...
Gnemlock's user avatar
  • 5,273
7 votes
Accepted

Do I need Microsoft authorization to support Xbox 360 controllers for a pc game?

No, you do not need authorization from Microsoft to support Xbox 360 controllers. You can use the XInput API for free.
Chris McFarland's user avatar
4 votes

How does one detect a button release with Unity's new input system?

OK, here's what I've figured out. The type of the action needs to be Value, not Button or Pass Through—this can be changed in the editor by selecting the action from the list; there's a drop down ...
Michael Macha's user avatar
3 votes

Is it legit to use Custom Controller Buttons for PC Games in Unity?

There are official Xbox 360 button and controller images available under the Microsoft Permissive License. They were originally released for use by XNA Game Studio titles, but you are free to use them ...
Chuck Walbourn's user avatar
3 votes
Accepted

Steelseries Stratus XL controller: Keycode for middle button

According to the FCC instruction filing for Stratus XL, the center round key is intended to be a home key. If that's correct, there might not be much you can do, as the developer reference for the ...
Pikalek's user avatar
  • 12.5k
3 votes
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Handling multiple controllers in a single player game

TL;DR - Ideally you should allow all controllers to open up your game's options menu and select the "Primary" controller (which can be defaulted to the first controller you see). That controller is ...
John's user avatar
  • 658
2 votes

What's the best way to train PID controllers?

Don't tune pids using the simplistic "trial and error" method! You will never get good results because parameters depend on each other. Use FOPDT (first order plus dead time) model together with IMC ...
Martin's user avatar
  • 121
2 votes

How to support more than 4 XInput controllers?

Xinput library only supports 4 controllers at a time - please refer to the wiki page on Directinput -DirectInput Wiki. May take some work, but you could enumerate some of the controllers under Direct ...
ErnieDingo's user avatar
  • 1,150
2 votes

Using Smartphone as a steering wheel on Linux

Check out node-virtual-gamepads. It does almost what you want (doesn't seem to have accelerometer support yet). From its blurb: This nodejs application provides the possibility to use your ...
congusbongus's user avatar
  • 14.8k
1 vote
Accepted

How to capture a signed displacement using an analog trigger?

If you absolutely must use only one trigger and want to avoid having to hold a precise intermediate value to stay still, without a discontinuity in the middle of the input domain, you can also opt to ...
DMGregory's user avatar
  • 135k
1 vote
Accepted

How does one detect a button release with Unity's new input system?

If you use the Hold Interaction, then the Cancelled event gets called when the button is released, with the Performed event happening if the item is held for the given duration. As of Unity 2022.3....
Sean Duggan's user avatar
1 vote

Unity stops receiving input from gamepad when game is started

This is a common issue with the new Input System. Several users have already reported this problem, which apparently has not been resolved. Although reading the documentation, it seems that many of ...
YoshGJ's user avatar
  • 515
1 vote

Analog sticks, deadzones, diagonals, etc

Yes, this is a common issue with analog stick inputs, on most if not all gamepad hardware. We typically apply a circular clamping function a little like this: ...
DMGregory's user avatar
  • 135k
1 vote

How the game sends force feedback to the steering wheel

how to get from the game inside the type of force feedback This is a game design question. Once you know what feedback features are available for the controller in use, whether it is a game ...
Vaillancourt's user avatar
  • 16.3k
1 vote

Developing addons for xbox one controller

If you want to interface with the controller electronics — ie. to communicate with the controller or console — then you will definitely need Microsoft's blessing. The expansion port pinout, protocol, ...
DMGregory's user avatar
  • 135k
1 vote

Large gap between the grabbed game object and controller

In my case, i am using VRTK toolkit. So, i changed the grab attach mechanism from child of controllers to fixed joint and selected precision grab. This solved my problem.
Vijay Viknesh Manivannan's user avatar
1 vote
Accepted

Ideal 3D platformer controls for Keyboard + Mouse

As the comments suggest, taking an American keyboard mapping for granted is a problem;so, you ideally want to have a configurable keyset, but American mappings are domanate enough to make since for ...
Nosajimiki's user avatar
1 vote

Is it legit to use Custom Controller Buttons for PC Games in Unity?

Apart from legal issues, the colors you chose are just plain confusing. On a first party controller (which most people use) A is green, B is red, X is blue and Y is yellow. These make sense based on ...
Bálint's user avatar
  • 14.9k
1 vote

Using single Triggers on multiple controllers in Unity

I had the same issue on our third person local co-op shooter game and I've burned countless hours only to conclude that it's bugged. I recommend ditching Unity's InputManager and use XInputDotNet (...
mt_'s user avatar
  • 576
1 vote
Accepted

How can I change displayed information as a physical control knob is slid along a track

Experimental games/game installations with custom controllers often implement them using a gadget called a Makey Makey. (I have no affiliation with the makers of this product) This is a small circuit ...
DMGregory's user avatar
  • 135k
1 vote

How to tell whether the joystick axis is released (not pushed) in SDL2 or in general?

My experience is from working on a gamepad wrapper interfacing with the GLFW library, which appears to have a similar joystick API to SDL. It can be difficult to discern the difference between a ...
Christian Ramos's user avatar
1 vote

Character automatic movement and rotation

...
Gheorghe Ciusca's user avatar
1 vote

Animator get number of animations (Unity)

[SerializeField] Animator animator; int NumberOfNonEmptyStates = animator.runtimeAnimatorController.animationClips.Length; This returns the number of non-empty ...
GuruJeya's user avatar
1 vote
Accepted

Crouching Up and Down XNA C# Controller

Try implementing a property to keep track of your previous pressed state. So then you can do something like this instead: ...
jgallant's user avatar
  • 8,424
1 vote

Unity Controller to Make Reticle Orbit based on the right stick input

I figured it out. I was going about it all wrong. It's not perfect due to how unity handles analog sticks but here's the code. ...
Green Bray Games LLC's user avatar
1 vote

How can I rumble/vibrate my controller with libGDX?

For using SDL with libGDX desktop, you can use Jamepad. It supports rumbling. There are wrappers for Jamepad to use it as a drop-in replacement for the libGDX controller implementation, for example ...
MrStahlfelge's user avatar

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