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.
// 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++; } } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): def Update() as void: i as int = 0 while i < 4: if (Mathf.Abs(Input.GetAxis((('Joy' + i) + 'X'))) > 0.2F) or (Mathf.Abs(Input.GetAxis((('Joy' + i) + 'Y'))) > 0.2F): Debug.Log((Input.GetJoystickNames()[i] + ' is moved')) i++