Search Unity

  1. Unity 2018.3 is now released.
    Dismiss Notice
  2. The Unity Pro & Visual Studio Professional Bundle gives you the tools you need to develop faster & collaborate more efficiently. Learn more.
    Dismiss Notice
  3. We've updated our Terms of Service. Please read our blog post from Unity CTO and Co-Founder Joachim Ante here
    Dismiss Notice
  4. Want to provide direct feedback to the Unity team? Join the Unity Advisory Panel.
    Dismiss Notice
  5. Improve your Unity skills with a certified instructor in a private, interactive classroom. Watch the overview now.
    Dismiss Notice

Navigating the UI with controllers in local multiplayer

Discussion in 'Unity UI & TextMesh Pro' started by lejean, Jan 9, 2019.

  1. lejean

    lejean

    Joined:
    Jul 4, 2013
    Posts:
    160
    I'm trying to create f.e. a shop interface where both players should be able to navigate through it to buy their items.

    I can't really find any info on this (which again blows my mind cause how are people making local multiplayer games then..)

    As a cherry on top I'm also using XInputDotNet, because the built in input system is a complete joke, but then with XInputDotNet I don't know how I can use the StandaloneInputManager to catch the XInput events.

    Does anyone have any idea how to do this?
     
  2. clintonb

    clintonb

    Joined:
    Dec 14, 2013
    Posts:
    14
  3. lejean

    lejean

    Joined:
    Jul 4, 2013
    Posts:
    160
    Thx for the reply, but the problem is multiplayer. Multiple players navigating a window like a shop to buy stuff.
    The eventsystem only allows for one controller, but I've found a way to have multiple eventsystems so maybe that problem is somewhat solved, but the next problem is gonna be making it work with that XInput

    and ye XInputDotNet is pretty nice. It's a free XInput wrapper to replace unity's directInput which is pretty bad.