Hi, my team and I are currently developing a sidescroll platformer in which there can be as little as two players on screen, and as much as four. Everything works just fine, we’re using Input.GetButtonDown for remappable keys and Input.GetKeyDown for unbindable keymappings (for menus and such).
Currently our project only supports Xbox 360 Controllers for Windows. The “problem” (note the quotation marks) is that quadrants in the controller (which supposedly display player number) are all mixed up when compared to the way Unity detects them. So you can have, say, player 2 having the quadrant for player 4 and player 4 having the quadrant for player 3 and such…
My question would be if there is a way of accessing gamepads in the order Windows detects them. Or if the quadrant information can be accessed somehow in order to rearrange player numbers accordingly.
I know it’s not much of a “big deal” compared to what is found everyday on the site, but it really takes out the quality to the product we are aiming for.
Thanks for your time.