

- #INCONTROL UNITY DISABLE CONTROLLER UPDATE#
- #INCONTROL UNITY DISABLE CONTROLLER ANDROID#
- #INCONTROL UNITY DISABLE CONTROLLER PS4#
- #INCONTROL UNITY DISABLE CONTROLLER FREE#
I've even heard of a webcam that reports itself as a controller. The wireless Xbox 360 receiver often reports phantom controllers. Some controllers are attached, and show connected, but aren't OS compatible. Your users may have 3 controllers attached, or they may have 7 attached, or whatever. This presents us with a tough challenge: design for maximum flexibility. Desktops are like the wild, wild west by comparison. We are at the mercy of hardware, OS and Unity limitations here.Ĭonsoles are an exception because they implement their own proprietary hardware, OS and drivers, which is also why they can have nice features like player lights, touch pads and colored LED bars and rumble. That makes it impossible to know that the same device has been reattached, or keep the order identical. well, it's not pretty.Ĭontrollers have no virtually no standardization and HID (the protocol desktops use to talk to input devices) does not require devices to provide any kind of unique ID and thus they don't have one.

Let me know if you would find this For single player, the solution is simple: use InputManager.ActiveDevice and you're done. I'm considering adding a page on the website where users can register with their Asset Store invoice number and get downloads along with early access to new versions. Most major new features will be Asset Store only Tack If you want direct access to a non-standard mapped control for a particular device you can always do inputDevice.GetControl( InputControlType.Start ) Just be aware that many controllers may not have that button, which is why I added the more generalized MenuWasPressed which just maps to any of those menu-y buttons.
#INCONTROL UNITY DISABLE CONTROLLER UPDATE#
Unity tends to update controller support even in very minor point updates, which is why I keep InControl on the latest official release of New versions are typically on GitHub before I submit to Unity, although the touch features are Asset Store only.
#INCONTROL UNITY DISABLE CONTROLLER PS4#
I’m hoping to do this in the future, where possible.It will run under 4.3.4, except that you'll need to comment out a few attributes that are 4.5 only, and also a few controllers may not work quite right (the PS4 controller on Mac comes to mind).

Adding official support requires the appropriate devkit access and licensing. Some users have integrated InControl with the Unity console SDKs on their own, however. This means console specific controller functions like rumble and light control is not supported, but basic input is. Note: InControl currently does not include direct SDK support for the major consoles, although it does work with many (see the list above) by piggybacking on Unity’s built-in input support.
#INCONTROL UNITY DISABLE CONTROLLER FREE#
Please feel free to submit profiles for any controller/platform not currently in the list, but do ensure it correctly supports all the standardized controls. Note: New device profiles are really simple to create. XInput support on Windows (with rumble!).Some generic Blackberry controllers are supported.
#INCONTROL UNITY DISABLE CONTROLLER ANDROID#

