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Question by deprofundiis · Oct 31, 2014 at 12:17 AM · controllermacpcxbox360

Cross platform Xbox 360 controller (PC,Mac,Xbox 360/One)

Hi everyone,

Concerning the main differences in axis:

Should I do something like if (Application.platform == {some platform}) and act accordingly?

How do you handle this? Any best practice advice?

Thanks

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theLucre

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avatar image theLucre · Jan 19, 2015 at 04:22 AM -1
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also looking for a solution here. the mappings for mac are different than pc. it'd be nice to set these up at runtime.

avatar image meat5000 ♦ · Jan 26, 2015 at 12:39 PM 0
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http://docs.unity3d.com/Manual/PlatformDependentCompilation.html

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Answer by deprofundiis · Jan 26, 2015 at 12:30 PM

I did this:

 //controller axis on mac are different beasts with different axis
     if (Application.platform == RuntimePlatform.OSXEditor || Application.platform == RuntimePlatform.OSXPlayer){
 
         if (Input.GetAxis("Mouse X") < -callibration || Input.GetAxis("Mouse X") > callibration ||
             Input.GetAxis("XboxMac X") < -callibration || Input.GetAxis("XboxMac X") > callibration)
 
             cursorX += (Input.GetAxis("Mouse X") + Input.GetAxis("XboxMac X")) * sensitivityX;
         
         if (Input.GetAxis("Mouse Y") < -callibration || Input.GetAxis("Mouse Y") > callibration ||
             Input.GetAxis("XboxMac Y") < -callibration || Input.GetAxis("XboxMac Y") > callibration)
 
             cursorY -= (Input.GetAxis("Mouse Y") + Input.GetAxis("XboxMac Y")) * sensitivityY;
     }
 
     else {
 
         if (Input.GetAxis("Mouse X") < -callibration || Input.GetAxis("Mouse X") > callibration)
             cursorX += Input.GetAxis("Mouse X") * sensitivityX;
         
         if (Input.GetAxis("Mouse Y") < -callibration || Input.GetAxis("Mouse Y") > callibration)
             cursorY -= Input.GetAxis("Mouse Y") * sensitivityY;
     }

Not sure if there is a better way. Just act accordin to platform and define the necessary inputs in Input Manager and you are set ;)

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