You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
{{ message }}
This repository has been archived by the owner on Jan 5, 2022. It is now read-only.
Hey there JISyed
I've run into an issue where I've had two 360 controllers and an xbox controller unplugged and plugged back in.
The plugin accurately makes the two xbox controllers, who have the 3rd and 4th player lights on, show up as controller inputs 3 and 4. The problem is there is no player 2 controller, with the Xbox One controller being controller input 1, and the function GetNumPluggedCtrlrs() is returning 4, so my game has the 2nd input shown as active because of this, not a huge problem but I wanna know a work around so I can at least hide that input since it isn't actually active.
I've provided a picture with the debug returned names, the actual controller code I'm calling, and how they are currently being shown.
Oh it appears I mislabeled the third and fourth controllers.
They are swapped from the descriptions I wrote, they are receiving inputs correctly like I said before.
I've come up with a work around to the Non-Existent controller issue.
I'll have it so you have to press a button on a plugged in controller to have it show up and be considered a valid input to listen for.
I got this message, but I only have 1 XONE controller connected.
Otherwise seems to be working fine on Unity Editor with XONE controller.
The text was updated successfully, but these errors were encountered: