XBox 360 controller for the GUI

I have followed the Lerpz tutorial on how to make a Start Menu for my game, but when I load up the game with my xbox 360 controller there is now way for me to select the buttons that I have made.

How can I make this work?

I have attached the code I've been using. Just attach it to your camera if you want to see how it behaves.

using UnityEngine; using System.Collections;

[AddComponentMenu("ESE Interface/Manu Menu GUI")] public class MainMenuGUI : MonoBehaviour { public GUISkin GuiSkin; private bool isLoading = false; public string nameOfFirstLevel = "level_01"; public string nameOfContinueLevel = "continueLevel"; public string nameOfCreditsLevel = "credits"; public bool showContinueButton = true;

 public float nativeVerticalResolution = 1900.0f;
 public float nativeHorizontalResolution = 1200.0f;

 public float buttonWidth = 512.0f;
 public float buttonHeight = 170.0f;

 public float buttonGap = 48.0f;
 public float buttonPaddingX = 128.0f;
 public float buttonPaddingY = 512.0f;

 public float exitbuttonSpaceGab = 512.0f;

 public Texture2D loadingScreen;

 public void OnGUI()
     if (GuiSkin)
         GUI.skin = GuiSkin;
         Debug.LogError("MainMenuGUI : GUI Skin object missing!");
     if (!isLoading)
         Vector3 pos = new Vector3(0.0f, 0.0f, 0.0f);
         Vector3 scale = new Vector3(Screen.height / nativeVerticalResolution, Screen.height / nativeVerticalResolution, 1);
         GUI.matrix = Matrix4x4.TRS(pos, Quaternion.identity, scale);

         float scaledResolutionWidth = nativeVerticalResolution / Screen.height * Screen.width;
         float scaledResolutionHeight = nativeHorizontalResolution / Screen.height * Screen.width;
         GUI.BeginGroup(new Rect(0, 0, scaledResolutionHeight, nativeVerticalResolution));
             float left = buttonPaddingX;
             float top = buttonPaddingY;

             if (showContinueButton)
                 MakeButton(left, top, "Continue", nameOfContinueLevel);
             top = top + buttonHeight + buttonGap;
             MakeButton(left, top, "New Game", nameOfFirstLevel);
             top = top + buttonHeight + buttonGap;
             MakeButton(left, top, "Load Game", "Level_01");
             top = top + buttonHeight + buttonGap;
             MakeButton(left, top, "Credits", nameOfCreditsLevel);
             top = top + buttonHeight + exitbuttonSpaceGab;
             MakeExitButton(left, top);


     if (isLoading)
         GUIStyle backgroundStyle = new GUIStyle();
         backgroundStyle.normal.background = loadingScreen;
         GUI.Label (new Rect( ( Screen.width - (Screen.height * 2)) * 0.75f, 0, Screen.height * 2, Screen.height), "", backgroundStyle);

 private void MakeExitButton(float left, float top)
     bool isWebPlayer = (Application.platform == RuntimePlatform.OSXWebPlayer || Application.platform == RuntimePlatform.WindowsWebPlayer);
     if (!isWebPlayer)
         if (GUI.Button(new Rect(left, top, buttonWidth, buttonHeight), "Exit")) Application.Quit();

 private void MakeButton(float left, float top, string name, string levelToLoad)
     if (GUI.Button(new Rect(left, top, buttonWidth, buttonHeight), name))
         isLoading = true;


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asked Feb 08, 2010 at 05:45 PM

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1 answer: sort voted first


To make a control work with a GUI interface is a little more difficult.

What I would do is detect the key presses from your xbox controller and then with GUI.FocusControl focus the GUI controls you have selected.

Hope it helps! ;)

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answered Feb 10, 2010 at 10:04 AM

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I manage to scroll the buttons with the use of the controller by using GUI.FocusControl but how can I press the buttons?

Feb 13, 2010 at 08:34 PM Skjalg

do you mind telling me the new script you have? ive also been trying to get this done

Sep 25, 2010 at 01:51 AM name111

I would also like to know, once using GUI.FocusControl has been invoked, how do you actually selected the focused button?

Jul 05, 2011 at 02:45 AM Majmuns
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asked: Feb 08, 2010 at 05:45 PM

Seen: 4416 times

Last Updated: Jul 05, 2011 at 02:45 AM