Here is my first unity project : a mockup of a car game. Something between Mashed, Burnout and runner games. Up to 4 players on the same screen. The purpose is not to finish in first position (everybody goes basically at the same speed, and there is no finish line) but to reach various goals : avoiding obstacles, drive in some zones, jump very high, etc.
I posted on twitter several videos during the first part of the development process : x.com
example of goal : you have 50 seconds to stay the longest time possible in the zone : x.com
I am currently working on the driving of the car. I recently added the ability for the car to levitate, Delorean style. And I removed all the code of the unity standard asset to write my own simple code : x.com
And now the biggest challenge : I need to make this car driveable in my game, at a fairly high speed. And for the moment, it’s a disaster. The car flips, slips, explodes. If I don’t find any solution, I’ll come back here with code and config samples to get help.
I am very interested about your opinion about all this stuff !
But I have a huge issue : playing with 2 or more wired xbox controllers is hard/impossible. It just doesn’t work :
only 2 controllers are seen by the game
the 2 controllers have their triggers mixed up. Sometimes you have to accelerate on pad 1 to affect pad2. Sometimes you have to accelerate on both pads to have a reaction. Sometimes it works, if you unplug eveyrthing and plug it back while the game is launched.
I saw a lot of discussions about this subject, but it was on old versions of Unity. And no solution found. I tried to add abstraction layers :
In case you are still looking, for me multiple controllers worked when I reconfigured the Input Manager.
You need to add seperate entries for every controller. Then for any axis type input, in the entry you can select a specific “Joy Num”. For button input you will need to set the positive button field to ie: “joystick 1 button 0”