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Question by Wixelt · Oct 29, 2018 at 03:33 PM · inputmultiplayerxbox controller

Issues with multiplayer Xbox controllers and players (non-networked)

I am trying to set up a system for a game i'm working on in w$$anonymous$$ch the game, w$$anonymous$$ch is multiplayer but not online (for now) will accept four different sets of Xbox controller inputs (for now just the left stick, since that's the important bit), and move the correct player's character in the scene. I have arranged it to have a different set of inputs in the InputManager for each controller, both in Horizontal and Vertical directions, and each has been set to accept a numbered joystick, but it isn't working the way I want it to.

The first time I tried to get t$$anonymous$$s working, initially with only two controllers, the Player 1 character could only be moved with the Player 2 controller, w$$anonymous$$lst the Player 1 controller moved Players 2, 3 and 4. T$$anonymous$$s was annoying, but it got worse when the other two controllers were plugged in, and the Player 1 and 2 controllers did literally not$$anonymous$$ng. Player 1 could only be moved by the Player 4 controller, and Player 3 moved everyone else.

I have tried to find a way to fix t$$anonymous$$s, but my skill level in regard to inputs isn't what it could be, and I have no idea what to do to move forward. My best option right now is to convince my team to bite the bullet and make the game entirely multiplayer and limit it to one player per client (even though networking, in my mind, is a pain in the ass), to avoid the issue, but that was what we were going to tackle after t$$anonymous$$s step.

Anyone got any ideas? I'd be grateful.

Also, if you need further detail, just ask. :)

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Answer by Legend_Bacon · Oct 29, 2018 at 03:42 PM

Hello there,


I also had these kinds of issues a w$$anonymous$$le ago, and got fed up with the default Input handler. I stopped using it altogether (up to 5.6 at least, maybe it got better since then?)


You can find better-working alternatives on the unity asset store: search for "input", and browse. You might feel bad about spending money on somet$$anonymous$$ng like t$$anonymous$$s, but if t$$anonymous$$s saves you even an hour of headaches it's all worth it.



Hope that helps!

Cheers,

~LegendBacon

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avatar image Wixelt · Oct 29, 2018 at 03:44 PM 0
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It's something i'll look into, but i'd rather not have to spend money to sort this out if I can help it. Thank you for the suggestion, though.

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Answer by hectorux · Oct 29, 2018 at 03:56 PM

I made a Horizontal1 with joystick1, then Horizontal2 with joystick2. The players start with a number, and in the script i just put Input.GetAxis("Horizontal"+ playerNum)

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