How to use Logitech Dual Action™ Gamepad in Unity 3D?

I am new to Unity 3D. I can control the “First Person Controller” using mouse and keyboard.
I have Logitech Dual Action™ Gamepad attached to my Windows-7 PC.

How can I use the gamepad to control the First Person Controller (move and look around) ?

Thx.

-Adamo

You will need to re-configure the Input Manager ( Unity - Manual: Input Manager ) to use a joystick axis and joystick buttons.

bigkahuna,

Thank you for your reply.
I can move the First Person Controller (but cannot look araound) using Gamepead when the game runs as stand alone application. However, it does not work when I run the game in Unity. Is this normal?

-Adamo

nope, not normal, should work in the editor as in standalone as the control etc is the same.

always assumed that you don’t have code that acts depending on being in the editor or not

Can we set different input controls up depending on what type of controller is being used? So if I wanted to use a keyboard to control my character my inputs are one way, controller another, joystick another and so on? Then, could this be applied to platform specific? (i.e. Wii, PS3, XBox or mobiles)

Actually, changes to the Input Manager settings effect only the player, not the Unity editor. I posted a thread on this a while back. As far as I know, there isn’t any way to change the input settings for the Unity editor (but it would be great if someone corrected me and showed me how!).

hu?
Since when? Is that a U3 thingy?

Haven’t changed them in a long while (this summer or so but on a project thats using 2.6.1), so I might have missed such a U3 anomaly

No, as far as I know it’s been the case for as far back as I can remember. I customize the input manager pretty frequently and have never been able to get it to work in the editor properly. Like I said, I posted a question about this some months ago (maybe during the summer?) and never got a reply so I just thought it was how Unity worked. Just so we’re on the same page, I’m not talking about changing input settings through script, just the input manager panel in the Unity editor. I haven’t tested this in U3 yet (still waiting for the next release before I use it in earnest) but I’m assuming it’s still the same.

Ummm what?

I have NEVER encountered this issue; I make changes to the Input Manager all the time and have never seen anything like this Oo

Windows XP, Unity Pro 3.1f3

Specifically for the dual axis (I use them a lot for robotics projects and have used them with Unity as well with no trouble)

The “Easiest” no-scripting way to handle this is to create 2 new Inputs (or replace the Mouse X and Mouse Y ones) with data tailored similarly to the Horizontal and Vertical axis entries.

Alternatively, you could modify MouseLook to become something more like AxisLook and use your own axis names like Horizontal 2 and Vertical 2

(I personally use LX LY and RX RY)

Thank you Mitch for your explanatory figure.

I was having a really hard time figuring out which button was which, but through some guessing and testing I learned something very important about how Unity sees my Logitech Dual Action gamepad.
For the button physically labeled “1”, Unity’s input manager recognizes as “joystick button 0”.
Button “2” in Unity is “joystick button 1”
Button “3” in Unity is “joystick button 2”
And although I haven’t tested it, I’m assuming Button “4” is probably “joystick button 3” in Unity.