I'm making a game with Unity 2019.1.2f1 for Window 7 64bit. In editor, my controls (using the builtin Input System) works as intended: every player can be controlled using any type of controller. In build, here are the results using multiple peripherals:
- Mouse and Keyboard - Worked as intended.
- Xbox One Controller - Worked well but encountered some bugs.
- Xbox 360 - Unplayable but recognized by Unity.
This is what I tried for the Xbox 360 Controller:
- Plugging the Controller in Multiple USB Ports.
- Using a Wired 3rd Party Controller and an Official Wireless Controller.
- Plugging one or multiple joysticks at the same time.
- Restarting my computer, the editor (all controllers still work here), and the build.
- Running the build when the editor is closed.
I haven't look too deep into the build nor the build settings. I remember being able to get a similar setup working for Unity 2018. Is this an issue related to the new update? Any ideas?
Here two of my Input System settings:
![alt text][1]
![alt text][2]
And here is the code handling my inputs:
void FixedUpdate()
{
// Joystick -> Joystick to use.
float fireAxis = Input.GetAxis(joystick + "_Fire");
float jumpAxis = Input.GetAxis(joystick + "_Jump");
float cycleAxis = Input.GetAxis(joystick + "_Cycle");
float horizontalAxis = Input.GetAxis(joystick + "_Horizontal");
float verticalAxis = Input.GetAxis(joystick + "_Vertical");
if (fireAxis != 0 && !fire) Shoot();
else if (fireAxis == 0) fire = false;
if (cycleAxis != 0 && !cycle) Cycle(cycleAxis);
else if (cycleAxis == 0) cycle = false;
if (jumpAxis != 0 && !downSlam && !jump) Jump();
else if (jumpAxis == 0) jump = false;
if (horizontalAxis != 0) Move(horizontalAxis);
}
[1]: /storage/temp/138386-capture.png
[2]: /storage/temp/138387-capture2.png,
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