PS3 Gamepad: Motioninjoy or not?

I’ve been running some tests for integrating a PS3 controller into a game and i was wondering if i could have a couple questions answered about it (i’m developing it on a PC.)

  1. when using Motioninjoy as a driver system, i notice that the analog sticks are working… but without motioninjoy running only the D-pad seems to do it’s thing. If i wanted to eventually have a PS3 roll-out for this game, will using motioninjoy cause any issues down the road that you know of or is everything smooth sailing?

  2. If i wanted to sell a package on the asset store with a game template that has PS3 controller functionality in it, what should i take into consideration with regards to how the inputs are defined in the input manager? i’ve read a couple threads where having project-specific information isn’t always transmitted through an asset-store purchase. I can understand why that may be but is there a way to get a project to be set up like this to handle all the inputs via using an asset-store purchase or is this something that will have to be set up manually each time?

other than that, not much else i can think of.

As far as I can tell, Motioninjoy is the only one I have tried and I could not get access to the axises of the control sticks. Is there a better driver that can give the full functionality of the controller without any bugs like this? (and if there is, then that would obviously be a better choice).