Unfortunately not a lot of developers (even in the shmup genre) seem to think about arcade stick support.
And even more unfortunate is that sticks aren't treated as the same button configuration as ordinary controllers.
You would think that a dpad sends the same info as joysticks. But, nope!
So the end result is I'm having a tough time getting Unity to recognize my stick inputs. I've tried 3 arcade sticks and none work.
I've tried specifying the "axis" as either X/Y or numbered as per this chart to no avail:
https://wiki.unity3d.com/index.php/Xbox360Controller
The only success I had was with my Mad Catz PS4 controller which has a switch for sending stick inputs as it were coming from LS analog stick.
Really goofy to be having this problem. If anyone has come across this issue or has a lead on a potential fix, I'd be grateful to hear it!
Trouble With Arcade Stick Support (Unity)
-
casualcoder
- Posts: 346
- Joined: Sat Apr 21, 2012 4:35 am
- Location: West Coast, Canada
Re: Trouble With Arcade Stick Support (Unity)
You might want do download a directx dev tool to see the button mappings. And you can then set the preferred stick as a preset to your game; you should also let the user to fully define button / axis layouts in case of exotic controllers etc.
Re: Trouble With Arcade Stick Support (Unity)
I recommend you invest into Rewired, if you are a unity developer because it makes control mapping much easier and user centric.
I tried it onto several prototypes, and it does work well. That can even apply to your arcade joystick gamepad as well.
https://guavaman.com/projects/rewired/
I tried it onto several prototypes, and it does work well. That can even apply to your arcade joystick gamepad as well.
https://guavaman.com/projects/rewired/