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Hey thanks so much for playing and for commenting! It's a shame you got that bug, I don't know what could have caused it, but I have to say I'm not surprised since I really struggled to make the controller work at all. My partner and I are still working on it a bit for fun, so I'll be uploading a different version at some point this week.

Anyway, thanks again

(+1)

The culprit might be Player.cs line 169 where you consider any value for the axis of the trigger-buttons other than -1 as shooting. It' possible that some controllers never return a value of exactly -1.0f. I'll see if I can fix it and send you a pull request on GitHub.

Oh wow open source is so amazing I have never had anyone send a pull request I don't even know how that works ahah

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Sorry, but it doesn't seems like I can just fix that for you that easily. Playstation and XInput gamepads use different axis configurations in Unity. You can check out how this works here: https://wiki.unity3d.com/index.php/Xbox360Controller

  • The triggers are axis 3.
  • The right stick are axis 4 (horizontal) and 5 (vertical).

So people with an XInput gamepads like me just need to hold the right stick down when they don't want to shoot.

I don't think there is a simple fix to just make it work on either gamepad. I think you have to add some way for the player to tell you what gamepad they have and configure the control accordingly. Or perhaps switching to the new Unity Input System might help?

Thanks for looking into this and for the info. I thought of the new Input System during the jam but I was afraid I would get stuck implementing a big system that I don't know about in the middle of a jam. I'm definitely planning to know more about it before my next jam though. I have used InControl in the past I also thought I would save time by skipping that layer.

It's too bad for this time, but next time I'll know more about this, and I'll put the necessary time in it

Hey! I ended up doing it. Last night I sat down and I implemented the new Input System, and I was told that it now works fine for other controllers! Thanks again!

Yeah I should have just gone with getting the Input.ButtonDown instead of the analog axis.