

For me personally, this acts as a sanity check. For example, ABXYLR for player one to QWERTY then the same buttons ABXYLR for player 2 set to ASDFGH and so on and so on. For my own sanity, I like to keep the controls of both players in a row. The two configs can be completely different and should or exactly what you describe will happen. When you have two SCs connected and you go to configure the controllers look at the bottom of the screen, it will tell you what button to press to change controllers, press that. Otherwise, the Dpad on player 2 would not be moving player 1. I know you said you did what Vepar said but what you describe in your reply to him make me believe you are still using the exact same config on both SCs. Allowing players to remap buttons can make your game much more accessible.Since all those older systems don't have analog input I would HIGHLY recommend not even attempting to use gamepad input in any capacity.If you’re tying a secondary action to a front-face button, X and Y are good choices.

Secondary actions usually happen with the left trigger ( L2) or the R1 and L1 buttons.Primary actions usually happen with the right trigger ( R2) or the A button.Camera movement should be tied to the right thumbstick.Character movement should be tied to the left thumbstick.On-screen hints for which buttons do what are helpful, especially for a complicated GUI like an inventory system, upgrade system, etc.For any GUI or any state that is modal, the B button should be “cancel.”.If you implement any user prompts or GUI selection, the A button should be “accept.”.Here are some suggested practices when implementing gamepad controls: This helps players immediately feel familiar and comfortable with your control scheme. You can also check if a gamepad supports a specific button via UserInputService/GamepadSupports|UserInputService:GamepadSupports().Īs with any method of user input, it’s best to create some consistency across different games and applications.
