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February 19, 2021 23:51
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Just using this to see where the buttons are mapped to on my controller
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using UnityEngine; | |
using System.Collections; | |
public class CheckInput : MonoBehaviour { | |
void Update(){ | |
if ( Input.GetKeyDown ( KeyCode.JoystickButton0 )){Debug.Log("JoystickButton0");} | |
if ( Input.GetKeyDown ( KeyCode.JoystickButton1 )){Debug.Log("JoystickButton1");} | |
if ( Input.GetKeyDown ( KeyCode.JoystickButton2 )){Debug.Log("JoystickButton2");} | |
if ( Input.GetKeyDown ( KeyCode.JoystickButton3 )){Debug.Log("JoystickButton3");} | |
if ( Input.GetKeyDown ( KeyCode.JoystickButton4 )){Debug.Log("JoystickButton4");} | |
if ( Input.GetKeyDown ( KeyCode.JoystickButton5 )){Debug.Log("JoystickButton5");} | |
if ( Input.GetKeyDown ( KeyCode.JoystickButton6 )){Debug.Log("JoystickButton6");} | |
if ( Input.GetKeyDown ( KeyCode.JoystickButton7 )){Debug.Log("JoystickButton7");} | |
if ( Input.GetKeyDown ( KeyCode.JoystickButton8 )){Debug.Log("JoystickButton8");} | |
if ( Input.GetKeyDown ( KeyCode.JoystickButton9 )){Debug.Log("JoystickButton9");} | |
if ( Input.GetKeyDown ( KeyCode.JoystickButton10 )){Debug.Log("JoystickButton10");} | |
if ( Input.GetKeyDown ( KeyCode.JoystickButton11 )){Debug.Log("JoystickButton11");} | |
if ( Input.GetKeyDown ( KeyCode.JoystickButton12 )){Debug.Log("JoystickButton12");} | |
if ( Input.GetKeyDown ( KeyCode.JoystickButton13 )){Debug.Log("JoystickButton13");} | |
if ( Input.GetKeyDown ( KeyCode.JoystickButton14 )){Debug.Log("JoystickButton14");} | |
if ( Input.GetKeyDown ( KeyCode.JoystickButton15 )){Debug.Log("JoystickButton15");} | |
if ( Input.GetKeyDown ( KeyCode.JoystickButton16 )){Debug.Log("JoystickButton16");} | |
if ( Input.GetKeyDown ( KeyCode.JoystickButton17 )){Debug.Log("JoystickButton17");} | |
if ( Input.GetKeyDown ( KeyCode.JoystickButton18 )){Debug.Log("JoystickButton18");} | |
if ( Input.GetKeyDown ( KeyCode.JoystickButton19 )){Debug.Log("JoystickButton19");} | |
} | |
} |
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