- The D-Pad is also based on axes. However, you can also use them for lookup directly on Controls and Devices, or to let the Input System search for Controls among all devices using InputSystem.FindControls . Unity ID. L2 is the "4th-axis" and R2 is the "5th-axis". Key codes can be used to detect key down and key up events, using Input.GetKeyDown and Input.GetKeyUp : There are several dual-stick/controllers available across platforms — unfortunately we are still not at … ... C# Xbox One controller d-pad for PC work like a button "GetButtonDown" [SOLVED] Discussion in 'Scripting' started by ralf_b, Jul 3, 2017. csharp; ralf_b. The Input System can look up Controls using textual paths. XR Plug-in Framework Unity 2019.3 and newer versions use a new, unified plug-in A set of code created outside of Unity that creates functionality in Unity. Key codes returned by Event.keyCode. Unity will only reference axises via the input manager, while buttons can be accessed via a string joystickbuttonX or through the KeyCode enum, where X is the number of … These map directly to a physical key on the keyboard. - Right thumbstick X Y should be unity-input's "3rd-axis" and "6th-axis" (Strange, huh?) A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community. … Bindings on Input Actions rely on this feature to identify the Control(s) they read input from. These map directly to a physical key on the keyboard. - The L2 R2 button are buttons like you have set up, but they are also based on axes. Unity supports several of input devices that simplify into mouse, joystick or keyboard behavior, it gets a bit challenging as the same input device will have varying input configurations across devices (PC, Mobile) and platforms (Windows 10, previous Windows, Linux, Mac, iOS, Android etc.) For example, to query the current value of the Horizontal axis and store it in a variable, you can use Input.GetAxis like this: float horizontalInput = Input.GetAxis ("Horizontal"); For axes that describe an event rather than a movement (for example, firing a weapon in a game), use Input…