} //~Cube void Start() { InputPlus.Initialize(); //Start up InputPlus. InputPlus.SetDebugText(true); //Do you want to see Debug text from InputPlus? /* Subscribe to the disconnect event. This event happens when a controller is disconnected. Unfortunately * it doesn't seem like Unity's core control features (v4.3.4) handle connecting and reconnecting controllers during * execution in a standalone build. So it's STRONGLY recommended to condiser handling this event to allow a * game save. Hopefully this will change in the future */ InputPlus.On_EVENT_Disconnect += Disconnect; } //Start
override protected void SteeringStart() { //InputPlus.LearnController (1); InputPlus.Initialize(); //Start up InputPlus. InputPlus.SetDebugText(false); foreach (UnityLikeInput input in inputs) { input.con = GamePad_Num; } Input = new Input2(inputs); }