The primary way to detect a controller connected in Unity is by using Input.GetJoystickNames()
.
Detecting Controllers in Unity
According to Unity's capabilities, a developer's sole way of detecting a controller is using Input.GetJoystickNames()
. This method returns an array of strings, where each string is the name of a detected joystick (controller). If a controller is connected, its name will appear in this array.
Understanding Input.GetJoystickNames()
Input.GetJoystickNames()
returns astring[]
.- Each element in the array corresponds to a connected joystick.
- The string value is typically the name of the controller (e.g., "Wireless Controller", "Xbox 360 Controller").
- An empty array is returned if no joysticks are connected.
The Challenge: No Connection Notifications
A crucial point to understand is that an application does not get a notification that a controller has connected or disconnected. This means Unity doesn't provide built-in events like OnControllerConnected
or OnControllerDisconnected
.
How to Detect Changes (Connections/Disconnections)
Since there are no direct events, detecting when a controller is connected or disconnected requires a proactive approach. The common method is to periodically check the result of Input.GetJoystickNames()
.
- Store the current state: Keep track of the list of connected joystick names you found during the last check.
- Periodically check: In a script (e.g., in an
Update
or a coroutine), callInput.GetJoystickNames()
regularly. - Compare states: Compare the newly obtained list of names with the stored list.
- If a name appears in the new list that wasn't in the old list, a controller has likely connected.
- If a name disappears from the new list that was in the old list, a controller has likely disconnected.
- Update stored state: Replace the old list with the new list for the next check.
Practical Implementation Outline
Here's a simplified idea of how you might implement this periodic check in a Unity script:
using UnityEngine;
using System.Linq; // Needed for Linq methods
public class ControllerDetector : MonoBehaviour
{
private string[] connectedControllers;
private float checkInterval = 1.0f; // Check every 1 second
private float timer;
void Start()
{
// Initialize with currently connected controllers
connectedControllers = Input.GetJoystickNames();
Debug.Log("Initial controllers: " + string.Join(", ", connectedControllers));
timer = checkInterval;
}
void Update()
{
timer -= Time.deltaTime;
if (timer <= 0)
{
CheckForControllerChanges();
timer = checkInterval;
}
}
void CheckForControllerChanges()
{
string[] currentControllers = Input.GetJoystickNames();
// Check for newly connected controllers
var newlyConnected = currentControllers.Except(connectedControllers).ToArray();
if (newlyConnected.Length > 0)
{
Debug.Log("Controller(s) connected: " + string.Join(", ", newlyConnected));
// Trigger connection logic here
}
// Check for disconnected controllers
var disconnected = connectedControllers.Except(currentControllers).ToArray();
if (disconnected.Length > 0)
{
Debug.Log("Controller(s) disconnected: " + string.Join(", ", disconnected));
// Trigger disconnection logic here
}
// Update the stored list for the next check
connectedControllers = currentControllers;
}
}
- This script uses LINQ (
Except()
) to find differences between the arrays. You could also do this with loops. - The
checkInterval
determines how often you check. A smaller interval detects changes faster but might be slightly less performant (though checking joystick names is generally very fast).
Summary
Method | Description | Detection Type | Notified By Unity? |
---|---|---|---|
Input.GetJoystickNames() |
Returns an array of strings representing currently connected joystick names. | State check | No |
Periodic Check | Implementing logic to repeatedly call Input.GetJoystickNames() and compare results. |
Change over time | N/A (Developer Implemented) |
In essence, while Unity provides the tool (Input.GetJoystickNames()
) to see what is connected now, detecting the event of a connection or disconnection requires you to monitor this state yourself over time.