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In the output_log, I still have this same message :
Unknown device, name: 'Generic USB Joystick ' id: '1' os: 'WindowsPlayer' -- using 360 default config
No worries, we'll get to the bottom of it sometime soon. I've switched the emulation mode and hopefully it'll work in the latest build (going out today).
Added!
I'm not sure which part of this is exposed in the Unity API (I think it's the "USB Gamepad " section), so I've made an attempt at this. Hopefully it will work!
Added!
I've tried shuffling this one around, hopefully it works now.
^^ All of these are up on Experimental!
Anyway, enough of that. Here's what my output log says now:
Unknown device, name: 'AIRFLO ' id: '1' os: 'WindowsPlayer' -- using 360 default config
^^ If you three could check out the Experimental branch (steam library, right click RRR, properties, betas, hit the dropdown and select Experimental), these should be working now!
Thanks so much! it means a lot to us :) It also makes us feel really good that people are having fun with the game :)
This one is weird because.....
OHHH WAIT!
I've tried fixing the AIRFLO controller several times, and as per your thread it it "AIRFLO_" with a space afterwards, which I've noted. However, when I hit reply to this thread just now, I realized it's actually "AIRFLO_________" and web-rending in the forums truncated the spaces down to a single one!!
I've just pushed this up to experimental too, give it a go and let me know ;)
I would like these controllers added to your magic list, but what I would like even more is for you to focus your efforts instead on providing a keybinding tool within the game to provide a solution to everybody using a less common controller. As it stands, you've got probably 90%-95% of your users' controller base covered already, and you've passed the point of diminishing returns in terms of efficient use of your time by adding one-offs for every weird knock off or adapter variant somebody might try to use with the game.
If a controller is currently in the list and automatically bound correctly great - but otherwise, the game should simply report it as an unknown controller and prompt the player to bind the keys they want (whether they are joystick, gamepad or keyboard keys).
Yep!
Right now adding things to the magic-list is as simple as a cut-n-paste for me and then it goes up in the next build that would otherwise go out, but getting the failsafe detection plus binding interface working properly is a bunch of work, primarily in the UI department (making it look all pretty). It's very high up on our list, and one of the first things I'm tackling now that we're back from PAX. :)