
- #Can the nyko airflo ex controller be used with a emulator Pc#
- #Can the nyko airflo ex controller be used with a emulator mac#
- #Can the nyko airflo ex controller be used with a emulator windows#
I already have my own input mapper that does all this and more allowing users to customize their controllers fully in-game, but it's completely broken because of Unity's Input class. So while this plugin provides an input map for common controllers cross platform, it doesn't really fix anything.
#Can the nyko airflo ex controller be used with a emulator windows#
The only reason Windows works is because, again, XInput which just works.
#Can the nyko airflo ex controller be used with a emulator mac#
Mac and Linux have serious issues he cannot fix. See for another attempt to wrap the broken system - this is the page of issues he ran into trying to make a cross-platform system. No hot plugging, same issues with controller names getting crossed, etc. For Windows, he did the standard thing of wrapping XInput, so controllers will work in Windows including hot plugging, but all other platforms appear to simply use Unity's Input class. This system exists on top of Unity's flawed Input system, therefore it contains all the flaws of that system. I watched his video and read through the web site. There REALLY needs to be a better way than getting a string array of names to get attached joysticks (they're not even unique strings so there's no way to tell the difference between multiple joys of the same name. And the joystick to name association stuff hasn't been touched. Once a controller is unplugged, even though the editor will detect it when re-plugged, the game will not. Hotplugging is not supported at all still. So far I can't get it to work at all, but I'll experiment and see if anything new has been done. It's quite sad they never address these basic, simple problems and yet keep adding new features every day.Įdit: It seems they did add some level of hot plugging somewhere along the line (Unity reports in the console when a joystick has been plugged in / unplugged, but the game doesn't seem to see it). I've reported all these bugs/issues to Unity and they've gone by for 2 years now with no fixes so don't hold your breath.

I've also seen other issues with people not having enough buttons/axes for complex controllers like racing wheels and flight systems. Even worse for 3-4 controller setups.) Also, the mapping of the name indices to joystick ports is not always the same from run to run. The array comes back saying joy2 = id0, so your controller assignments are shot. (Say you have 2 controllers and you pull out ID 0. It's the only way you can get any sort of identifier of what joysticks are attached, but when a controller is disconnected it doesn't leave a null entry for the missing controller so your assignments get all twisted. In the same vein, making mappable joysticks using Input.GetJoystickNames is hopelessly flawed. "Solution": force player to quit and start over. It's even worse with wireless controllers like XBox 360 because if the controller goes to sleep (take a break), it is disconnected and you cannot get Unity to recognize it being connected again. It also means you have to detect when a controller is removed in-game and force the player to quit and start over because they won't be able to control the game with the joystick anymore. You'll have to warn your players beforehand that they must plug in their joysticks before running the game. For example, hot plugging is not supported at all.

#Can the nyko airflo ex controller be used with a emulator Pc#
Unity's support for joysticks on the PC is not complete by any means. Click to expand."Work" should only be used very loosely here.
