Unity Trigger



The first is that there must be two GameObjects with Colliders involved, one of the Colliders must be in Trigger mode, for this you must check the box “Is Trigger” in the inspector. In addition, at least one of the GameObjects involved must be assigned a RigidBody component, because OnTriggerEnter is related to the physical part of the engine. A trigger doesn't register a collision with an incoming Rigidbody. Instead, it sends OnTriggerEnter, OnTriggerExit and OnTriggerStay message when a rigidbody enters or exits the trigger. With unity events you can add any arbitrary listener so you can do more than just notify the top level object of the child object being hit. Improve this answer. Follow edited Dec 3 '17 at 13:11. Answered Dec 3 '17 at 12:58. 3,567 1 1 gold badge 12 12 silver badges 28 28 bronze badges. The left trigger is represented by the range -1 to 0, while the right trigger is represented by the range 0 to 1. Left Trigger 9: 5: 3 Windows supports a 0 to 1 range for both triggers. Mac OS X supports -1 to 1, however the trigger initially starts at 0 until it is first used. Right Trigger 10: 6: 6. In this Unity Tutorial, I show you how to animate an object, setup the animation controller, write the C# script and be able to play an animation on a trigge.


This page serves as a cross reference between Unity and the XBOX 360 contoller buttons/axis.

  • 3Bindings
  • 4Picture References

Full controller support

If you only build your game for Windows, you may be interested in XInput.NET which allows full XBox 360 controller support.For an InputManager.asset file with four XBox 360 controllers mapped click here or with separate axises for triggers: click here Windscribe for mac.

Configuration

The sensitivity of the axises should be set to 1 for accurate reproduction. The Gravity of an axis should be set to 0.Axises should be configured with a dead zone to prevent them from producing an output of more than 0 when they are not moved. Since the centre return of the thumbsticks will cause the output to wander, they should be given a dead zone of around 0.2. The Triggers are firmer, and only require a deadzone of 0.1.

Collision

Buttons can either be fetched using Input.GetButton, or, if using an axis in the InputManager, can be configured with a sensitivity of 1000.

Bindings

The controller bindings for several operating systems using the most commonly acquired drivers are specified below for:

Unity On Trigger Enter

  • Windows tested against Windows 8.1 using default drivers
  • Mac OS X tested against Mavericks and Yosemite using Tattie Bogle 0.12 controller driver
  • Linux tested against Ubuntu 13.04 64-bit using the default driver

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 the button provided in the table below. For example KeyCode.JoystickButton9 would refer to the Right Stick Click on Windows, the Start Button on OS X, and the Left Stick Click on Linux on all controllers. For More infomation on how to use the data from the table below, refer to the manual

Axises

Input Platform Notes
Windows Mac Os X Linux
Axis Name Mapped Axis Number
Left Stick X Axis x axis x axis x axis
Left Stick Y Axis y axis y axis y axis
Right Stick X Axis 4 3 4
Right Stick Y Axis 5 4 5
D-Pad X Axis 6 7 On Linux, only wired controllers support using the D-Pad as axises
D-Pad Y Axis 7 8
Triggers 3 The left trigger is represented by the range -1 to 0, while the right trigger is represented by the range 0 to 1.
Left Trigger 9 5 3 Windows supports a 0 to 1 range for both triggers. Mac OS X supports -1 to 1, however the trigger initially starts at 0 until it is first used.
Right Trigger 10 6 6

Buttons

Unity Trigger Collider

Input Platform Notes
Windows Mac Os X Linux
Button Name Mapped Button Number
A Button 0 16 0
B Button 1 17 1
X Button 2 18 2
Y Button 3 19 3
Left Bumper 4 13 4
Right Bumper 5 14 5
Back Button 6 10 6
Start Button 7 9 7
Left Stick Click 8 11 9
Right Stick Click 9 12 10
D-Pad Up 5 13 On Linux, only wireless controllers support using the D-Pad as buttons
D-Pad Down 6 14
D-Pad Left 7 11
D-Pad Right 8 12
Xbox Button 15

Picture References

Windows

Mac OS X

Trigger

Linux

Note: wired controllers only support axises for the d-pad, while the wireless controller only supports buttons for the d-pad, refer to the table above for the wireless controller configuration.

Trigger
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