Search Issue Tracker
Won't Fix
Votes
1
Found in
3.4.0f5
Issue ID
414945
Regression
No
Inconsistent behavior when using multiple joysticks
This issue has no description.
Comments (1)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Terms of Service agreement checkbox is invisible under specific OS system themes (UI Accessibility)
- Tile Palette: "Create New Tilemap" dropdown area is displayed in several colors
- Input.mousePosition stops syncing to touch input when using "DownloadHandlerTexture" in WebGL build
- UI Builder canvas doesn't update element styling accordingly when changing Active Theme for some Editor Authoring elements
- Selector Value buttons are not aligned with parameters in UI Builder
Kiritsugu
Dec 30, 2013 20:00
The documentation here:
http://docs.unity3d.com/Documentation/ScriptReference/Input.GetJoystickNames.html
says that GetJoystickNames can be used to give descriptive names for gamepads instead of "Joystick 1", etc.
But (at least on Windows, where I've tested), there is no way to link a joystick's number for purposes of calls to Input.GetKey (Like Input.GetKey("joystick 1 button 5")) and setting up axes with its name's index in GetJoystickNames.
Because unplugging and replugging joysticks changes their number, and, their number can quickly become one that you don't have axes set up for, meaning you can't use the joystick.
There is no way to maintain a player's logical connection to a joystick across potential joystick unplugs/replugs.
What we need is for newly plugged-in gamepads to take the lowest unused joystick numbers instead of climbing progressively higher into as they are repeatedly unplugged/replugged. We need is something like:
static int[] Input.GetJoystickNumbers ();
which returns an array of numbers for joysticks that can be used by Input.GetKey for currently plugged in joysticks, where an index in this function's return value is for a joystick whose name is at the same index in the return value of Input.GetJoystickNames