Does Unity listen to all controllers despite...

Does Unity listen to all controllers despite specifying only one controller in the each Input Manager entry?

I work for a company who are experimenting with new ways to interact with games. And i currently have a prototype controller on my desk that I need to get working with my Unity game. The problem is (and please don’t make me explain why I can’t solve this outside of Unity, but I just can’t YET), that there is one Controller in my Contol Panel/Game Controllers list that I definitly don’t want Unity to listen to, because it crashes Unity Immediately. I think because the button states of all the buttons are changing way too rapidly.

Anyway, do you think my diagnosis is correct; can rapid button presses on all 32 buttons cause a crash? And is there a way I can make Unity ignore this particular controller?

Hope this makes sense. Many thanks.

Unless there’s some axis that’s still marked as “Get motion from all joysticks” in the input manager I wouldn’t guess that its still looking at all of the connected controllers even without it being asked.

Simple test would be to open your input manager and set axis count to 0. If it still crashes due to that controller then it might be polling the controllers even without them being bound to the input manager for use ingame. Might want to create a new junk project for that as you’ll lose all settings for your input manager when you drop the axis count to 0.

Are all of your devices detected as standard HID devices?

I’m currently working on a custom controller myself, but its not a standard HID device so I do everything manually through a seperate DLL and ignore the Input manager completely.

Cheers for the tip. I just tried the ultimate, and doomfilled, test. I made a brand new empty project, set Inputs to 0, pressed play, switched on my controller. Unity closes immediately.

Looks like I may be forced to take the route you’re taking with the non-standard HID.

I don’t know whether to report the bug or not. I don’t know if this is replicable without a HID or external script spamming the controller inputs at superhuman speed. Or perhaps there’s something even more obscure going on?

I think it would be worth reporting the bug. This situation may not easily occur, but I don’t think a crash is ever acceptable if there is any way to prevent it.