using UnityEngine; using UnityEngine.InputSystem; #if UNITY_EDITOR using UnityEditor; #endif // Say you want to distinguish a device not only by its type (e.g. "PS4 Controller") // but also by the way it is used. This is a common scenario for VR controllers, for // example, where the same type of controller may be used once in the left hand and // once in the right hand. However, the need for distinguishing devices in a similar // manner can pop up in a variety of situations. For example, on Switch it is used // to distinguish the current orientation of the Joy-Con controller ("Horizontal" vs. // "Vertical") allowing you to take orientation into account when binding actions. // // The input system allows you to distinguish devices based on the "usages" assigned // to them. This is a generic mechanism that can be used to tag devices with arbitrary // custom usages. // // To make this more concrete, let's say we have a game where two players control // the game together each one using a gamepad but each receiving control over half // the actions in the game. // // NOTE: What we do here is only one way to achieve this kind of setup. We could // alternatively go and just create one control scheme for the first player // and one control scheme for the second one and then have two PlayerInputs // each using one of the two. // // So, what we'd like to do is tag one gamepad with "Player1" and one gamepad with // with "Player2". Then, in the actions we can set up a binding scheme specifically // for this style of play and bind actions such that are driven either from the // first player's gamepad or from the second player's gamepad (or from either). // // The first bit we need for this is to tell the input system that "Player1" and // "Player2" are usages that we intend to apply to gamepads. For this, we need // to modify the "Gamepad" layout. We do so by applying what's called a "layout // override". This needs to happen during initialization so here we go: #if UNITY_EDITOR [InitializeOnLoad] #endif public static class InitCustomDeviceUsages { static InitCustomDeviceUsages() { Initialize(); } [RuntimeInitializeOnLoadMethod] private static void Initialize() { // Here we register the layout override with the system. // // The layout override is just a fragment of layout information // in JSON format. // // The key property here is "commonUsages" which tells the system // that "Player1" and "Player2" are possible usages applied to devices // using the given layout ("Gamepad" in our case). InputSystem.RegisterLayoutOverride(@" { ""name"" : ""GamepadPlayerUsageTags"", ""extend"" : ""Gamepad"", ""commonUsages"" : [ ""Player1"", ""Player2"" ] } "); // Now that we have done this, you will see that when using the // control picker in the action editor, that there is now a // "Gamepad (Player1)" and "Gamepad (Player2)" entry underneath // "Gamepad". When you select those, you can bind specifically // to a gamepad with the respective device usage. // // Also, you will now be able to *require* a device with the // given usage in a control scheme. So, when creating a control // scheme representing the shared Player1+Player2 controls, // you can add one "Gamepad (Player1)" and one "Gamepad (Player2)" // requirement. // // You can see an example setup for how this would look in an // .inputactions file in the TwoPlayerControls.inputactions file // that is part of this sample. } } // However, we are still missing a piece. At runtime, no gamepad will // receive either the "Player1" or the "Player2" usage assignment yet. // So none of the bindings will work yet. // // To assign the usage tags to the devices, we need to call // InputSystem.AddDeviceUsage or SetDeviceUsage. // // We could set this up any which way. As a demonstration, let's create // a MonoBehaviour here that simply associates a specific tag with a // specific gamepad index. // // In practice, you would probably want to do the assignment in a place // where you handle your player setup/joining. public class CustomDeviceUsages : MonoBehaviour { public int gamepadIndex; public string usageTag; private Gamepad m_Gamepad; protected void OnEnable() { if (gamepadIndex >= 0 && gamepadIndex < Gamepad.all.Count) { m_Gamepad = Gamepad.all[gamepadIndex]; InputSystem.AddDeviceUsage(m_Gamepad, usageTag); } } protected void OnDisable() { // If we grabbed a gamepad and it's still added to the system, // remove the usage tag we added. if (m_Gamepad != null && m_Gamepad.added) InputSystem.RemoveDeviceUsage(m_Gamepad, usageTag); m_Gamepad = null; } }