NES2USB anyone?

Hi.

we’re planning on using a Nintendo Controller for our next Unity project. From what i can see on the RetroZone USB website it should work just as a standard USB HID gamepad.

Anyone tried using such a product with Unity? Or knows how these things work well enough to convice me that it will just work?

thanks - Patrik

hi, I just used a touch sensor input for my last project… i ended up doing it the quick way and just used keyboard mapping via applescript and universal access in os x. I used a Nintendo Gamecube controller on a previous project (opengl) using Gamepad Companion which was rock solid. If you do go the keyboard mapping route there’s a quirk I didn’t understand where I couldn’t map to the project when running stand alone. best of luck

I like the lack of clutter on the NES controller, but sold mine many years ago. Who is your market for this?

Word to the wise about RetroZone. Their adapters like this may be fine, I don’t know. But I got a pair of USB SNES controllers and they were wretchedly awful. Completely unusable. Just sayin’.

Upon looking closer it looks like they discontinued those. That’s a good thing.

Thanks for the replies. We’re keeping an option open for mapping the controller to the keyboard if all else fails.

It will be used for an architectural visualization at an exhibition. We only have a few options for the user and wanted to keep the keyboard hidden. A modern gamepad has too many inputs for what we need and time prevents us from building anything custom. So we’re going retro : ) (the controller will possibly get a new paint job though…)

/P

What about a Wii remote on its side? If you’ve got bluetooth, this could be an elegant solution. And if your NES controllers get broken or stolen, you can get a new one of these all over the place.

Here’s the mapping for using a retrolink nintendo controller

http://bunnygun.com/2014/10/11/mapping-a-retrolinc-nintendo-controller-in-unity3d/