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How do I use an XBOX 360 controller in Unity?

How do I get started with controllers? I want to map controls to a 360/PC controller but I don't know where to begin? I'm having no problems with mapping controls to keyboard and mouse, but I don't know how to have Unity recognize my controller to begin with. Any help would be great, thanks in advance.

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asked Nov 19 '09 at 08:35 PM

apiotuch gravatar image

apiotuch
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You should note that if you install the controller while Unity is running, it will not work until you restart the program. (Using model 1403;1086 and Unity 4.0.0f7).

Jan 17 '13 at 03:35 AM AdventureCapital
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6 answers: sort voted first

Unity should recognise it so long as windows does (not sure how well 360 controllers work with Macs). If you plug in your 360 controller (wired works best) and get windows to see it fine under Game Controllers, you should have no problems using it in a Unity Game. Make sure you use Input.GetAxis and Input.GetButton rather than Keys, and check your Project>Input Settings for default button assignments to the joystick.

Edit: Two additional points: although the 360 controller works as-is on Vista and later, you will need to get a driver for XP to see it, much like the PS3 SixAxis does.

The other thing is, I would not recommend getting direct joystick keycodes in Unity; far better to use GetButtonDown("Fire1"), as that will be called if the user pressed left mouse button, left CTRL or Fire 1 on the joystick (by default). The user can also re-map the keys when using GetButton and GetAxis. Have a look at the 3D Platformer tutorial, you should find that works with controllers straight away. Interestingly, though, I found I had to invert the Y axis when using a controller or else the stick forward-back motion was the wrong way around.

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answered Nov 19 '09 at 10:42 PM

Novodantis 1 gravatar image

Novodantis 1
1.8k 15 22 40

@Alexander when using names like "Fire1" instead of keycodes, is it possible to create custom names like "Magic1"?

May 04 '12 at 11:53 PM numberkruncher

yea you can name it anyway you want in the inputmanager.

Jul 19 '12 at 04:01 PM Mander
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If you are using a Mac, or want to package a driver for mac, here is an open source driver.

Mac 360 Controller Driver

Also of note, check out Post on buttons mappings for a 360 controller

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answered Nov 22 '09 at 02:31 AM

Brian Kehrer gravatar image

Brian Kehrer
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I tried it with a PS3 controller once. I had to:

  • Find a driver so Windows can recognize the PS3 Controller
  • Go to the GameController Settings in your Windows Systemsettings
  • Calibrate your controller (it is useful to write down which button is assigned to which number)
  • And use KeyCode.Joystick1Button0, KeyCode.Joystick1Button1, ... in Unity to get the Input.
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answered Nov 19 '09 at 11:51 PM

Kiyaku gravatar image

Kiyaku
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Or you can use a PS3 controller on a Linux

Feb 22 at 04:34 PM dudedude123
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answered Mar 17 '12 at 12:11 AM

melgu gravatar image

melgu
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Unfortunately this page is at best incomplete. It talks about stuff like X = "joystick button 2". But The input "joystick button 2" does not exist (unless you create it, I guess).

Jun 07 '13 at 06:35 PM dpk

No, joystick button 2 is the proper name for it. You can create an axis in the input manager using that as the button. It works the same as "right ctrl", or "right shift", etc.

Jul 06 '13 at 09:35 PM porglezomp
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I wrote a simple script to get controller input in the same way other keys are accessed. It also works with the web player.

GamePad.GetAxis(GamePad.Axis.Left, 1);

GamePad.GetButtonDown(GamePad.Button.A, 1);

You can download it here:

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answered May 12 '13 at 03:18 PM

Merrik44 gravatar image

Merrik44
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asked: Nov 19 '09 at 08:35 PM

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Last Updated: Feb 22 at 04:34 PM