private void ActivateElements(Player player, int actionId) { // Get the Axis value of the Action from the Player float axisValue = player.GetAxis(actionId); if (axisValue == 0f) { return; // not active } // Get all the sources contributing to the Action IList <InputActionSourceData> sources = player.GetCurrentInputSources(actionId); // Check each source and activate the elements they map to for (int i = 0; i < sources.Count; i++) { InputActionSourceData source = sources[i]; // Try to get the GamepadTemplate from the Controller IGamepadTemplate gamepad = source.controller.GetTemplate <IGamepadTemplate>(); if (gamepad == null) { continue; // does not implement the Dual Analog Gamepad Template } // Get all element targets on the template by passing in the Action Element Map // This gives you the Template element targets that are mapped to the Controller element target. gamepad.GetElementTargets(source.actionElementMap, _tempTargetList); // Activate Template element targets for (int j = 0; j < _tempTargetList.Count; j++) { ControllerTemplateElementTarget target = _tempTargetList[j]; int templateElementId = target.element.id; ControllerUIElement uiElement = _uiElements[templateElementId]; if (target.elementType == ControllerTemplateElementType.Axis) { uiElement.Activate(axisValue); } else if (target.elementType == ControllerTemplateElementType.Button) { // If the target element is a Button, make sure the Button value of the Action is true before activating if (player.GetButton(actionId) || player.GetNegativeButton(actionId)) { uiElement.Activate(1f); } } // Move the stick for stick axes Stick stick = GetStick(templateElementId); if (stick != null) { stick.SetAxisPosition(templateElementId, axisValue * stickRadius); } } } }