iOS のスクリプト
Unity モバイルスクリプト上級者向け

iOS Game Controller への対応

Unity supports a standardized Game Controller Input API provided by Apple as part of the standard Unity Input API.

接続された Game Controllers の検知

Calling Input.GetJoystickNames will enumerate the names of all attached controllers. Names follow the pattern: [$profile_type,$connection_type] joystick $number by $model. $profile_type might be either “basic” or “extended”, $connection_type is either “wired” or “wireless”. It could be used to detect the kind of connected controller. It is worth re-checking this list every few seconds to detect if controllers have been attached or detached. Here’s a C# example:

private bool connected = false;

IEnumerator CheckForControllers() {
    while (true) {
        var controllers = Input.GetJoystickNames();
        if (!connected && controllers.Length > 0) {
            connected = true;
        } else if (connected && controllers.Length == 0) {
            connected = false;
        yield return new WaitForSeconds(1f);

void Awake() {

コントローラーが検知されたら、オンスクリーンのタッチ制御は非表示にすることもできますし、コントローラー入力の補完として使用できるように修正することも可能です。その次に、Game Controller の入力を確認します。


The actual input scheme is highly dependent on the type of game you are developing. But it’s essentially about reading axes and button states. Take the following 2D game stage as a simple example:

The player controls the bean character, which can move right or left, jump and fire at the bad guys. By default, the Unity Input “Horizontal” axis is mapped to basic profile game controller D-pad and the left analog stick on extended profile controllers. So the code used to move the character back and forth is pretty simple:

float h = Input.GetAxis("Horizontal");
if (h * rigidbody2D.velocity.x < maxSpeed)
    rigidbody2D.AddForce(Vector2.right * h * moveForce);

Unity の Input Manager で、ジャンプや射撃のアクションを設定できます。

  • Access it from the Unity editor menu as follows: Edit > Project Settings > Input.

  • “Jump” のアクションにはジョイスティックの “A” ボタンを、“Fire” には “X” ボタンを選びます。

  • Unity Input Manager 上で次のアクションを開き、“Jump” に “joystick button 14” を指定し、“Fire” に “joystick button 15” を指定します。


if (Input.GetButtonDown("Jump") && grounded) {
    rigidbody2D.AddForce(new Vector2(0f, jumpForce));

if (Input.GetButtonDown("Fire")) {
    Rigidbody2D bulletInstance = Instantiate(rocket, transform.position, Quaternion.Euler(new Vector3(0,0,0))) as Rigidbody2D;
    bulletInstance.velocity = new Vector2(speed, 0);

以下の表は、Unity Input Manager 上でコントローラー入力をマッピングする際の参考にしてください。

名前 KeyCode Axis
A joystick button 14 joystick axis 14
B joystick button 13 joystick axis 13
X joystick button 15 joystick axis 15
joystick button 12 joystick axis 12
Left Stick 該当なし Axis 1 (X) - Horizontal、Axis 2 (Y) - Vertical
Right Stick 該当なし Axis 3 - Horizontal、Axis 4 - Vertical
D-pad Up joystick button 4 Basic profile only: Axis 2 (Y)
D-pad Right joystick button 5 Basic profile only: Axis 1 (X)
D-pad Down joystick button 6 Basic profile only: Axis 2 (Y)
D-pad Left joystick button 7 Basic profile only: Axis 1 (X)
Pause joystick button 0 該当なし
L1/R1 joystick button 8 / joystick button 9 joystick axis 8 / joystick axis 9
L2/R2 joystick button 10 / joystick button 11 joystick axis 10 / joystick axis 11

Game Controller API への対応に関するその他の事項

Unity only includes the Game Controller framework in the project if a script in the project references Input.GetJoystickNames. Unity iOS Runtime loads the framework dynamically, if it is available.

Apple のドキュメントには、コントローラー入力はあくまでもオプションとして扱わねばならず、それ無しでもプレイ可能にしなければならないと明記されています。

iOS のスクリプト
Unity モバイルスクリプト上級者向け