Utopia 360 BlueTooth Controller Mapping buttons to unity

Anyone have any good progress mapping Utopia 360 blue tooth controllers to Fire1 and Fire2?
I’ve tried duplicating the array in the inputs for Fire1 and Fire2 and switching to Joystick Axis.
So far no dice in getting it to work wondering if anyone can help me out.

You can run my free utility on device which will let you know which joystick axis/buttons it uses.

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Thank you will definetley try it out now and report back asap! ;):slight_smile:

I have a ibuffalo classic usb Gamepad and it works like a charm exposes the buttons quickly I love it. But it has no way of interfacing with the Utopia 360 VR controller I’m currently using. It has A,B,C,D buttons and two more buttons near the joystick that are not labeled.

If the paired utopia 360 controller doesn’t fire off any of the items on the UI then it must be using either directinput or some other input type that Unity doesn’t support. I believe I had a similar controller though and it did (does it have a switch on the controller for various modes it can be placed in)? Also are you trying this in editor (PC) or on device? They will usually register different axis on different platforms.

I tried connecting the controller on my pc via bluetooth, it’s paired on my samsung galaxy phone but on the pc it wouldn’t pair or connect. The switches it has are for Android and iOS. I’m trying it on the editor and worked great with my usb controller.

If the controller is specifically made for android/ios it might not have drivers on pc (even if it pairs). I’d run the utility on android or ios and see if that works. Most of the time the joystick axis numbers unity provides are different between PC and mobile anyways so using the same values as the editor usually doesn’t work anyways on device.

Thanks I’ve sent a message to the Utopia 360 people with questions about their controller and if there is a sdk or a driver I can some how use for it. I have many ideas i’d like to use with it.

I was mapping and coding the controllers in pc but testing in the Samsung Galaxy phone.

This might work for a few select controllers, but a lot of times it will be different. For example the triggers are axis 3 on PC but its the right stick on android. If your end goal is gear vr you should run the utility on android and put those values into the input manager in the editor (doesn’t have to be vr in android its the same as non vr android).

If you luck out and they don’t conflict you might be able to do both pc and android but a lot of times you can’t.

Sounds interesting I’m using GoogleCardboard

Same would apply for cardboard, with the addition that cardboard also supports IOS. So if you are targeting cardboard IOS you should also check there. That being said Unity and IOS has moved on from Icade to mFi and I that controller isn’t mFi certified so I doubt it will work with Unity on IOS. When the switch is on IOS I have a feeling it is using iCade which Unity won’t recognize without 3rd party additions (but doesn’t hurt to check).

Having no good progress.

If nothing pops up at runtime on any of the platforms, then Unity is not recognizing that controller. The scene that’s included is just a direct query to unity on all the axis and button numbers.

I looked at my vr controller and while the shape is similar to yours it’s not the same brand. I think I’ve seen the Utopia ones on clearance at my local walmart for $1 so whenever I get back there if they still have it for the same price I’ll pick one up as well (although that’s very cheap and I would think there is a reason they are that cheap).

That is pretty cheap they charged me $12 for the thing and the led doesn’t even light up to show it’s on jip lol. Either way I purchased it as a entry point for me to work with VR and learn some more then eventually I would like to move to either occulus or vive but I’m steering away from Google dream as I’m not crazy about the Pixel phone they have.

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Hey just wondering were you able to get the cheaper version of the VR park controller and have buttons mapped?

I’m heading to Walmart tomorrow, hopefully they still have them for so cheap. If they do I’ll pick it up.

I went to walmart and picked up what they had left (5 of them $1 each). When I got home only 3 out of the 5 worked (obviously you get what you pay for their QC must stink). The ones that do work actually do have a led that is only blinking when pairing. That being said the mappings work just fine I could run my setup scene both on pc or android.

The joystick is axis 1 for horizontal, axis 2 for vertical but needs to be inverted.
The 4 face buttons are 0,1,3,4 and the bumper and trigger are 6 and 7. The “at” and “power” button aren’t mapped to Unity.

If you are not seeing anything pop up when you run that scene with a paired remote with the switch in android mode (for both trying out on PC and android) then I think you got a dud and should return it (you could go for another one but if their qc is that bad I’d just get something better though I don’t know if there any name brands in that style). They also seem to rebrand it a lot with different packaging but same thing. The below link is what my packages looked like. Maybe try your local walmart and see if they are a dollar there too if you’re in the states. Walmart markdowns are by store so might not be the same though.

https://images-na.ssl-images-amazon.com/images/I/810mzt-4wtL._SY445_.jpg

Hope that helps.

Thanks so much I mapped the the buttons like this and when I do a text build and run the controller the horizontal controls work they’ve always worked it’s the buttons that never worked for me odd.

I got it working with android in @c mode, if you don’t know what that is watch