

If you know your way around code, converting existing scripts to use InControl should be very easy, and I am more than happy to assist with any technical questions or support issues you may have. That said, InControl has a simple API that will make getting cross platform controller support into your game much, much easier. This is a C# asset intended for use in C#. InControl is known to work with JavaScript / UnityScript, but no guarantee or thought is given to such compatibility.I will not convert other assets to use InControl for you. They will require some simple modification by you. InControl will not work out-of-the-box with other plugins and scripts in the Asset Store.The point is, after all, to improve things. Rewired completely bypasses Unitys input handler and reimplements it as a native plugin. It is certainly not a drop in replacement for Unity's Input class.
INCONTROL UNITY A B X Y CODE
While there are a few editor shortcuts to help you get set up, it requires actual code to use. In order to avoid misunderstandings, I would like to be upfront about the following points: This price tends to increase every few versions as major features are added. InControl is currently sold through the Unity Asset Store and is priced at US $40.

Trivial to support new devices and platforms.Think of each unique Scene file as a unique level. For example, the R key is bound to the command that activates the Scale tool in the Scene A Scene contains the environments and menus of your game. A command is an action that is executed in the Editor. Support for 10 connected devices with up to 20 analogs and 20 buttons each. A shortcut is any key, or combination of keys, that is bound to a Unity command.XInput support, with rumble! (Windows only).Create touch controls as a virtual controller.Bind actions to controls (keyboard, mouse, controller input) and rebind at runtime.Supports a huge list of controllers, and more being added all the time.Standardizes controller input mappings across various platforms.
