Returns an array of strings describing the connected joysticks.
This can be useful in user input configuration screens
- this way, instead of showing labels like "Joystick 1", you can show more meaningful names like "Logitech WingMan".
To read values from different joysticks, you need to assign respective axes for the number of joysticks you
want to support in the Input Manager.
The position of a joystick in this array corresponds to the joystick number, i.e. the name in position 0 of this array is
for the joystick that feeds data into 'Joystick 1' in the Input Manager, the name in position 1 corresponds to 'Joystick 2',
and so on. Note that some entries in the array may be blank if no device is connected for that joystick number.
// Prints a joystick name if movement is detected.
function Update () { // requires you to set up axes "Joy0X" - "Joy3X" and "Joy0Y" - "Joy3Y" in the Input Manger for (var i : int = 0; i < 4; i++) { if (Mathf.Abs(Input.GetAxis("Joy"+i+"X")) > 0.2 || Mathf.Abs(Input.GetAxis("Joy"+i+"Y")) > 0.2) Debug.Log (Input.GetJoystickNames()[i]+" is moved"); } }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Update() { int i = 0; while (i < 4) { if (Mathf.Abs(Input.GetAxis("Joy" + i + "X")) > 0.2F || Mathf.Abs(Input.GetAxis("Joy" + i + "Y")) > 0.2F) Debug.Log(Input.GetJoystickNames()[i] + " is moved"); i++; } } }
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