Inaccuracy of the Xbox 360 Controller

I have for some time now been developing a First Person Shooter. I love playing on the Xbox 360 so naturally I wan’t to play the game using a 360 Controller.

All of the functionalities works on the PC and the 360 controller alike, except one thing; aiming.

Well it works how it is supposed to, but due to the inaccuracy of the thumb compared to the hand/arm used in conjunction with the mouse, aiming is really difficult on the controller. Using the mouse while aiming is fairly easy, but using the Xbox controller I can’t aim even if my life depended on it.

As said before I am aware of the inaccuracy using the analog sticks and I have compensated for that by lowering the sensitivity. However even with a fairly low sensitivity aiming is still pretty hard. And with the low sensitivity it takes almost 10 seconds turning 360 degrees, which is not feasible.

I booted up Halo 2 where aiming is near perfect. Halo 2 rotates the player by a linear value just as my game does. I noticed that the rotation on the Y axis was considerably quicker than the rotation on the X axis. So I though I would lower the sensitivity on the X axis, however no dice. It is almost impossible to aim using the controller.

It is not that I am not used to using a 360 controller. I have been using that thing on the Xbox 360 for many years. So inexperience/unfamiliarity using the controller is not a problem either.

I have this code here which is pretty much the standard MouseLook, but modified to take input from both the mouse and the 360 controller.

#pragma strict

var rotate = true;

var useMouseInput = false;

enum RotationAxes{MouseXAndY = 0, MouseX = 1, MouseY = 2}
var rotationAxes = RotationAxes.MouseXAndY;
static var sensitivity : float = 75.0;

var sensitivityYProcentage = 50; //The procentage that rotationY is less than rotationX

var minimumX = -360.0;
var maximumX = 360.0;

var minimumY = -85.0;
var maximumY = 90.0;

var rotationX : float;
var rotationY : float;

private var originalRotation : Quaternion;

function Start (){
    if (rigidbody)
        rigidbody.freezeRotation = true;

    originalRotation = transform.localRotation;

function Update () {
    if(Time.timeScale == 1 && rotate){
        var rotX : float;
        var rotY : float;

            rotX = Input.GetAxis("Right Horizontal") * sensitivity * Time.deltaTime;
            rotY = Input.GetAxis("Right Vertical") * ((sensitivity / 100) * sensitivityYProcentage) * Time.deltaTime;
            rotX = Input.GetAxis("Mouse X") * sensitivity * Time.deltaTime;
            rotY = Input.GetAxis("Mouse Y") * ((sensitivity / 100) * sensitivityYProcentage) * Time.deltaTime;

        if(rotationAxes == RotationAxes.MouseXAndY){
            rotationX += rotX;
            rotationY += rotY;

            rotationX = ClampAngle (rotationX, minimumX, maximumX);
            rotationY = ClampAngle (rotationY, minimumY, maximumY);

            var xQuaternion : Quaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
            var yQuaternion : Quaternion = Quaternion.AngleAxis (rotationY, Vector3.left);

            transform.localRotation = originalRotation * xQuaternion * yQuaternion;
        }else if(rotationAxes == RotationAxes.MouseX){
            rotationX += rotX;
            rotationX = ClampAngle(rotationX, minimumX, maximumX);

            xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up);
            transform.localRotation = originalRotation * xQuaternion;
            rotationY += rotY;
            rotationY = ClampAngle(rotationY, minimumY, maximumY);

            yQuaternion = Quaternion.AngleAxis(rotationY, Vector3.left);
            transform.localRotation = originalRotation * yQuaternion;

public static function ClampAngle (angle : float,min : float,max : float){
    if (angle < -360F)
        angle += 360F;
    if (angle > 360F)
        angle -= 360F;

    return Mathf.Clamp (angle, min, max);

Hopefully you’ll manage to get through the wall of text and hopefully answer my question.

Thank you.

I have not used a 360, so i do not know if this would work, but have you tried to make the turning have velocity? i mean to have it so at first it’s slow but then speeds more if you hold the joystick longer.