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There's controller options in the settings but no controller support? Very odd.
That is..very odd. I mean Unity supportts it by default. Anything directx does technically
hopefully you mean xinput, xbox one? This is a dx11 game yeah?
Not everything, no. And yes, Unity does support controllers by default but actually writing the code that works with both controllers and mouse and keyboard isn't entirely automated (especially if you want to have rebindable keys - unless you use a modern input system, which most developers are still not used to using) and it will (at least with original / default input system) cause issues with certain hardware. In the project where I am a programmer when we were crunching to get the demo out, we've had to disable it cause we had players complaining about being unable to stop moving, even though it was really their joysticks that were at fault and Unity was just processing the input it got from them. With a new input, there are thankfully some ways to suppress some of this input in some situations, but that is still days of work and testing, having to buy additional hardware etc., not to mention it requires writing it with a modern input system in the first place. So it's fair to assume the first thing that got an axe was controller support since it's not essential to make the game playable for most (but sadly not all) players
You don't need to write code. It's part of the API. That's the entire point. Enable xinput, set the bindings and it just works..
Also like I said above, if you want to tune the controls for your game it's literally just changing some values.
I used to be a dev so please don't tell me how it works. Especially when your explanation isn't even close. Players moving... Bud that's called setting the deadzone values which takes about 30 seconds
That's what I used to think when I was starting the work on the project. But ultimately in the most basic projects. The moment you start adding UI, inventory and more complex gameplay mechanics (god forbid - key rebinding) - this is no longer the case.
You can't deadzone a value if the input you're getting is literally 1.0. And that's what some devices write on-axis, totally ignoring the point of abstracting and standardizing that Xinput is supposed to provide. But a new Unity input system gives you some ways to recognize what they are.
Anyway, if you go back to a version of the game that has no key rebinding at least you get some input handled from gamepad buttons, although axis input doesn't work. The input declarations (the ones that you do in the Unity project settings) are identical between these builds (and from what I can tell, they do have the gamepad axis declared correctly in the Unity project settings), so while the gamepad support was already broken in the first release, it was further broken by the addition of key rebinding menu.