As the title states, my joystick is no longer working since upgrading my project to Unity 5. I’ve tested it in Unity 4.6 and it still works fine. It works fine in every other game as well. Is anyone else seeing this problem? This is horribly frustrating because I can’t work on my project until this is fixed. And it won’t open in Unity 4.6 anymore. I am using a Logitech Dual Action if that makes any difference.
Update: Thankfully, the joystick still works if I build the project. It’s only broken in the editor. Although not being able to test in the editor is still a massive pain.
Well dang, I was hoping that buying another controller might fix the problem. I guess it isn’t just an issue with mine. Strange how that bug could make it through all of the beta testing without getting noticed.
I found the answer for me at least, I needed to quit unity5 reconnect the controller and then reopen unity5. Looks like the joysticks are enumerated on startup but not on insert/remove.
Unfortunately that doesn’t work for me. I’ve always had the exact opposite behavior with my Logitech. Unity (player or editor) doesn’t detect it unless I plug it in after starting up. Which makes having to build to use it twice as annoying because I constantly have to unplug and replug the joystick. I’ve got four more joysticks coming so I can test the multiplayer features of my game, one of them is a Dual Shock 3 so hopefully at least one of them will work in the editor.
I’m having the same issue with my Xbox 360 controller on Mac – it’s recognised when I use it in commercial games and the tattie bogle driver seems fine, but Unity just doesn’t seem to know it exists. I hope they’re paying attention!
You should check out my input plugin Rewired. Since it supports native input on OSX, it doesn’t suffer from the issues all the other input plugins do – namely, having to relying on Unity’s input system and therefore inheriting all its bugs. Rewired handles the Xbox 360 controller perfectly (along with a ton of other controllers). Plus you get hot-plugging, great multiplayer support, and a huge number of other features to make input work like it should. You can get a free demo to try out on my site. (Link in sig.)
I just gave this a quick demo and it works like a dream so far. I was a little taken aback at the idea of paying $40 to fix something that shouldn’t be broken in the first place, but the plugin seems to handle input far better than Unity does, and I guess it isn’t such a bad thing to give a little back to the community when such an incredible tool as Unity is available for free.
Input has been an ongoing problem with Unity since it was first released. Not much has changed since then. I wrote Rewired after 5+ years of frustration with Unity’s input system, all the while waiting for Unity to fix it. It was completely impossible to make a multiplayer game with joystick support in Unity because of a huge number of issues (some of which are outlined on my site). I’ve spent something like 9 months full time developing and expanding Rewired. It does far, far more than just fix the basic hot-plugging problems with Unity’s system.