Hiya guys! I am making a 2d Twin Stick Shooter. I have managed to make the player move around with the right stick just fine, however the rotation in Z axis is not working. If anyone could help that would be fantastic Thank you very much! I have attached a screenshot of my InputManager and have attached my code too.
using UnityEngine;
using System.Collections.Generic;

public class XboxController : MonoBehaviour {

    public float moveSpeed = 1.0f;

	// Update is called once per frame
	void Update () {
        Controls();

    }

    void Controls()
    {
        float horizontal = -Input.GetAxis("Horizontal") * Time.deltaTime * moveSpeed;
        float Vertical = Input.GetAxis("Vertical") * Time.deltaTime * moveSpeed;
        float RightHorizontal = Input.GetAxis("RHorizontal");
        float RightVertical = Input.GetAxis("RVertical");

        Vector3 moveDirection = new Vector3(Input.GetAxis("Horizontal"), +Input.GetAxis("Vertical"), 0);
        Vector3 moveAngle = new Vector3(0, +0, 45);
        transform.position += moveDirection * moveSpeed * Time.deltaTime;

        float angle = Mathf.Atan2(RightHorizontal, RightVertical) * Mathf.Rad2Deg;
        transform.rotation = Quaternion.Euler(new Vector3(0, 0, angle));
    }
}

@jayp246, I’m not sure whether or not you tested whether the RHorizontal or RVertical has value change at all, but I recommend starting with that. Just throw RHorizontal into a Debug.Log statement and see if it goes between 0 and 1 when moving the Joystick. If so, let me know. Likewise, I totally recommend using XInputDotNet for your Xbox Controller inputs! It’s really nice and sets everything up on it’s own so you don’t have to. Better yet, it supports up to 4 controllers at a time. Here’s the link: GitHub - speps/XInputDotNet: C# wrapper around XInput, works with any Mono or .NET application (eg. Unity3D)