We are building a simulator of a Veichle, that are using two USB joystick as controllers.
On a fast computer this runs fine, but on slow (intel graphics) computer Joystick number 1 are prioritized. So When moving both joystick at once only the inputs from joystick number 1 are recognized.
It could be a Windows Direct X input problem?
I have tried to switch the joysticks and its always joystick number 1 that is behaving correctly and joystick number two is lagging och not working.
The scripts are very simple just axis rotateing a object…
Please help this is very serious error for us and our clients!
An update…
I downloaded CH products (the makers of the joysticks) software, where you can make a custom driver that fools Windows to think that it is using One joystick instead of two, but with more axis.
And then it works!!!
So it is something wrong with the joystick implementation in Unity.
This happens in Windows XP. I don´t know if it happens in Vista…
Can you confirm this consistently with other joysticks? It could also be that there is a problem at the driver level since you yourself mention that a duct-tape-style driver fixed it.
We are using actually using three “joysticks”.
The first two is Ch Products Flightstick. And the third is Saiteks Rudder Pedals. And it doesn´t matter in which order. it never works.
The mapping software is meant to use with old software that doesnt support multiple joysticks.
Also it looks know like the speed of the computer isn´t the problem, it could be windows XP!
In Windows Vista it works fine! (at least one postitve thing with Vista )
I have the exact same problem. I am working on a hotseat multiplayer game that is going to be either split-screen or same-screen.
I am trying to use two wired Xbox 360 controllers to move two objects around, but the problem is, that when we use two controllers at the same time it is only Joystick 1 that works. Joystick 2 lags or doesn’t respond.
I am building and testing the game on Windows XP. It is a rather serious problem, as the whole project depends on using multiple joysticks (up to four)
I believe that Unity supports up to 8 analog inputs. So as long as you don’t exceed that number, it should work. If it doesn’t, be sure to file a bug report. If you have a small example project be sure to include it with the bug report. If you want to post it here, I’ll give it a try also, I have a bunch of joysticks / gamepads I can test it with.
When I test it with two controllers it works fine if I just use Controller 1 or if I just use Controller 2. If I use both at the same time Controller 2 lags og doesn’t respond.
I would appreciate if you or anyone else who have a couple of joysticks try it out and report any problems.
perhaps you just have a crap pc where there is no good USB controller on the mainboard so the CPU has to handle the task. In such cases if the cpu is very busy (as with a 3D game), you would get usb latency issues or even “lose of connection” (mouse no longer working, if you have a usb modem you fly from the net, …)
Perhaps. Have you tried this after moving the joysticks to different USB ports? I wonder if that would make a difference.
I know I’ve tried more than one joystick under XP, a long while ago though. If I recall correctly, I used all 8 analog inputs for one joystick and then the user had to set it up in the input manager. This was for a stand alone app though.
If I get a chance I’ll try your webplayer on my Windows machine also…
Err… I don’t think so. The x360 (just like my Logitech Rumblepad 2) has 2x 2 DOF analog sticks, which means it uses 4 analog inputs. The third “stick” functions as a “top hat” input, which is a digital input.
My Saitek joystick, on the other hand, has 1x 3 DOF analog inputs.
no its 6 axis.
The two triggers at the top are full stick axis too, though they require XInput to be usable as such (but without XInput the X360 controllers have more or less serious problems anyway, you can’t really use them without XInput so thats a non topic)
Are you sure? I don’t have an xBox or the controller, but it looks like the top left and bottom right are analog (potentiometer) joysticks and the bottom left is a digital tophat (4 direction switch). That’s the case for almost every other gamepad I’ve ever seen. You’re saying that the bottom left pad is also an analog input?
Is it only six? Did they remove analog button functionality from the original Xbox controller? All the face buttons at least used to be pressure sensitive. Same with the PlayStation 2 DualShock 2 controller.
No. Each analog stick is two axes. The triggers are one axis each. Adds up to six.
I have filed a bug report on this topic. It seems like it is a problem with Unity and Windows XP.
If anyone has any ideas, suggestions or whatever to fix this problem, I would appreciate it. At the moment this problem is making Unity quite useless for prototyping multiplayer games on this platform.
Hey, just noticed this thread. I had started another one about this bug few weeks ago. Just to say it’s not XP specific, we have it here in Vista.
There’s one slight difference to what’s reported here however: there are only 5 axis on Vista for the XPads, the two triggers are considered as one axis, not two. Symptoms are identical.
[Edit] Actually it’s 7 axis, the DPad is also reported as axis even if digital (but we’re not using it).
We have the same problem here. We’re prototyping a multiplayer XBLA space shoot’em’up game with two to four players, using both joysticks and the triggers. The prototype runs on Windows XP, didn’t try it on Vista.
Usually the first controller works fine, the second one has some “lag” problems, the third player can barely control his ship and the fourth player is lucky if his ship responds to his inputs every once a while.
As carnevalle said, this problem makes prototyping multiplayer XBox360 games with Unity useless - which is a shame as Unity is otherwise a nearly perfect prototyping tool.