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Question by Nhorsma · Feb 11 at 03:27 PM · inputcharactercontrollercontrollerjoystickinput manager

Unable to differentiate USB Generic Joysticks as Seperate Controllers

This is a problem I've been wrestling with with both Input Manager and the newer Input System. I have a game where two players, each controlling a USB Generic joysticks plugged into my computer, should control their respective character using just a joystick and buttons like you would see on an arcade cabinet. The problem is that Unity reads the two USB joystick's as input from a single controller even though Unity can tell it has two devices connected. I cannot make InputActions or Axis' only triggerable by only one joystick and not the other, and my ways of working around this aren't working correctly.


Using the Input System and a custom InputActionMap, Unity will read every input from either joystick as the from same controller so I can't use Unity's PlayerInputController to add a second player because it can't find a second controller. I can specify input from each device using "ReadOnlyArray joysticksConnected = Joystick.all" and "if (InputAction.CallbackContext.control.device == player1)..." but because Unity thinks both devices are from the same controller it won't detect input from one controller while the other is acting, meaning only one joystick can be used at a time.


I looked into using the old InputManager instead of the InputSystem and saw that you can make different Axis' controllable from different Joysticks by changing "Get Motion from all Joysticks" to a specific joystick, but this method doesn't get input from the second joystick even when set to "get motion from all joysticks".


I don't know how to get Unity to separate the USB joysticks as two controllers and stop funneling their input together, I appreciate if anyone has other suggestions.

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