The standardization is amazing. Thank you so much for that! Which driver are you guys testing with for the Xbox 360 controller on OS X?
Is there more than one?
We have tested 360Controller 0.14 (latest non-beta release) from the unofficial 360Controller repository.
I was wondering the same thing. I can’t find one, but just wanted to make sure we were going in with the correct setup. Thank you sir!
Things get a little bananas if you try to use a mixture of wired 360 controllers and wireless Xbox One controllers connected via wireless adapter. Combination of wired 360 controller and same Xbox One controller connected with a usb cable worked fine.
Hi,
I see, it makes sense, I’ll experiment,
Thanks ![]()
Jean
Will there be built in support/templates for common joysticks and gamepads?
Will the system allow for dynamic detection of input type, e.g. player uses keyboard then picks up gamepad or joystick?
Will the system have an easy way to allow the user to configure the inputs regardless of input device?
Yep, see the FAQ.
Yes, this is covered in the video and you can see it working for yourself in the provided demo project.
Yep, see the FAQ.
looks great, I haven’t been able to actually test it yet though.
But some questions:
Does this new input system support all controllers out of the box?
For example will it replace packages like InControl or Rewired? Which levers the ease of setting up controllers.
I read on the FAQ:
Gamepad (support for Xbox 360 controller on Windows and Mac)
We don’t yet have support for other gamepads, general joysticks, or other devices.
Just wondering as I use a PS 3 controller on mac. Thanks for elaborating.
Edit:
Suggestion:
A kind request to make key-combo’s easier ![]()
The current prototype: No.
The eventual full system: It will support all controllers in some way if they identify themselves as regular input devices to the OS. Consistent mapping out of the box will work for devices where we have device profiles made for them. We intent to ship the system with device profiles made for most common controllers, but naturally we can’t cover every controller out there. However, you will be able to supply your own device profiles as well.
Thanks for your elaboration. Looking forward!
Surely hope there is also room for key combo’s
Good luck!
Will it support mobile devices?
It will!
Maybe noob question but how different will it be to a few of the assets on sale such as:
Easy Touch, Control Freak, In Control?
Has there every been contact with the authors of these assets for some collaboration work or ideas.
I do understand they may not wish to contribute due to basically people not need them in future if Unity release own.
Also what about TV devices, Apple TV, Samsung TV controllers?
We are not experts on every Asset Store extensions out there, but what I can say is that some people have said it looked comparable to InControl, and some have said it looked comparable to ReWired. I’m not at this point familiar with EasyTouch and ControlFreak. From a glance it looks like they cover some of the same needs but as for how the design is similar or different, I can’t say.
We’ve had a bit of contact and feedback from Patrick Hogan who’s behind InControl.
We are not yet at a stage where we know exactly what will be supported, but I added an entry to the FAQ about our aims.
Hey, any news on an update? It’s been a while ![]()
We are currently working on various back-end changes and test coverage to improve robustness, quality and extensibility before moving further ahead with new additions. For this reason this may take a little while before we have something new to share.
Okay, cool.
I hope one of the back-end changes is the horrible things that happen to nested scriptable object assets (or anything else nested in a scriptable object asset)
It’s VERY noticeable in the action maps.
How many developers are on the input team? Are all of the input team members working on this full time or they being shared with other parts of Unity engine development?