ourben
1
I've tried an XBox 360 controller and it was useless. So I tried the classic XBox S controller with XBCD thinking the extra control would save the day, it hasn't.
Basically the raw data I get with Input.GetAxisRaw(asix_n) is just, well, it's wrong.
Take the X axis for example on the left stick. Windows shows me the pretty graphic perfectly, no significant noise, all fun. I calibrate it for lulz, still fine. XBCD control panel graphics report it perfectly too. Then I try in Unity. Mental.
The range reality reports, which in this case includes Windows, is a smooth -1 to 1 left to right, resting at 0 in the center.
The range Unity reports is 1 at the left to 1 center (as in, left of center useless), then -1 to 1 from the center to the right.
Is there a way to get closer than Input.GetAxisRaw - because obviously Unity is taking a brief detour through interdimensional spacetime to translate what Windows input is telling it (which conveniently happens to be the truth)?
Please make me happy face.
system
2
The same happened to me with a regular MS Sidewinder joystick when switching from Unity 2.6 to 3.1.0f4. Use the registry hack provided by andeeee (http://forum.unity3d.com/threads/58016-Joystick-calibration?p=372111&viewfull=1#post372111) to force Unity to use DirectInput instead of the default RawInput.
Hi,
If andeee registry hack is not helping, have you calibrated your joystick?. I lost quit sometime on that as well... :)
Bye,
Jean