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janla's avatar
janla
Honored Guest
13 years ago

Other Joypads?

Hi,

just out of curiosity, why is the Unity integration just supporting the XBox joypad by default?
(I've customized the OVRPlayerController script to be able to use my Logitech joypad, if someone is interested)

Best,
Jan

8 Replies

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  • drash's avatar
    drash
    Heroic Explorer
    I can't speak for Oculus, but I'm going to guess it's because they needed to support Mac also and wanted there to be at least one common way to control the player.

    But, since it's Unity, can't we still use the general Input.GetAxis() etc to pull from any joystick connected to the system?
  • Marbas's avatar
    Marbas
    Honored Guest
    "janla" wrote:
    just out of curiosity, why is the Unity integration just supporting the XBox joypad by default?
    (I've customized the OVRPlayerController script to be able to use my Logitech joypad, if someone is interested)


    Which Logitech joypad are you using? My Logitech F710 works fine in unity/rift.
  • janla's avatar
    janla
    Honored Guest
    "
    "drash" wrote:
    But, since it's Unity, can't we still use the general Input.GetAxis() etc to pull from any joystick connected to the system?


    That's what i'm doing in my customization but apparently that's not how the Oculus script works.

    "Marbas" wrote:
    Which Logitech joypad are you using? My Logitech F710 works fine in unity/rift.


    It's a Logitech Rumblepad 2
  • Gerald's avatar
    Gerald
    Expert Protege
    The 360 pad is the standard in the PC space, many games have the pad layout shown in the (ingame) manual and they often make full usage of the options.

    Not saying other pads are in any way worse, but if the offer extra options, then using them will likely break gamepad support for all those without them.
  • Anonymous's avatar
    Anonymous
    The Bluetooth playstation controller is also default withe latest unity SDK.

    Works fine for me osx anyway.
  • Jan,

    I've got a similar Logitech gamepad and I'm running into some problems with it in Unity. How did you get your gamepad to work with the Oculus?

    When using a standard first person controller, the gamepad works okay - it still took some adjustments in the Input manager, but when I use the OVR game controller, I lose almost all my joystick functionality. Some buttons lose their functions, and only the right analogue stick works, but only in the horizontal directions. It's pretty frustrating. Is there a certain script attached to either the OVR controllers that I need to modify? Hope you can shed some light on this.


    Thanks,
    Adam
  • O-o I haven't honestly messed with the oculus a ton, but I've simply been using the camera prefab, not the controller, then just coding my own controller with that.

    Actually, my FPS controller, I simply made the camera prefab a child of my already made fps controller, and simply removed my regular camera. Mouse movement still rotated the player, and I commented out the look up/down with the mouse code, and it works great. Player vision is centered with the main controller's forward.

    In this manner, it should just be the normal process of setting up a controller for unity regularly. No reason to guess on other's code if you don't have to.
  • tankun's avatar
    tankun
    Honored Guest
    Hi Jan,

    I've Logitech F710 gamepad as well but couldn't get it running. Can you please share your OVRPlayerController script?

    Thank you very much in advance.