In theory, it should be easy to support a game controller especially via the new input system.
It should be able to use the general GamePad class and use for example GamePad/Left Stick X axis etc to support gamepads with that stick.
In practice this doesn’t work in the editor and play to simulator. My Nimbus controller and former Stadia controller don’t get routed to the general GamePad class and are actually listed somewhere under JoySticks instead of gamepads, in the editor and play to simulator.
Also between those, things are not even consistent, with flipped axis and different names for the right thumb stick.
When I build the game and run that in the simulator, then the general GamePad Left Stick assignments work as expected.
So I guess there is something wrong with Unity Editor mode when it comes to supporting gamepads? And because of this, PolySpatial’s Play To Simulator also suffers?
To sum it up, this works only in compiled apps and that nothing (for gamepads) in the editor
This is the messy setup to be able to test somewhat in the editor (and play to simulator):
There is also an issue with some of the GamePad’s sticks giving a -1 input before I move them a bit (which resets them to 0)

