Simulate/Emulate Xbox Controller in C++ or C# - c#

I have a cooperative PC game, but the second player need Xbox joystick to play. Well i don't have Xbox Controller i have some other 10 buck piece of shit joystick and the game don't recognize him.
So i tried different programs to emulate any joystick to XBox joystick, but because mine is cheap the program wont recognize it too.
So i want try to create a program which Simulate XBox joystick inputs.
Then i will capture mine joystick clicks and send the Xbox simulated one. I know how to capture mine joystick clicks i have done that already.
The question is simple - How to send XBox360 Controller inputs to my PC?

If you're forced to use XBOX Controller, i assume you're using XNA
If that's the case, you could try this Wrapper:
http://sourceforge.net/projects/xnadirectinput/

Related

Unity3D Digital Joystick for cursor movement

Hey im pretty new in c#,
im building a plane sim and on the pc you can control the plane with the cursor through mouse movement.
now i want an digital joystick on mobile device, so i can control the plane on that.
does anybody have an idea how to code that?
thx
You can search for a tutorial online. A quick google search leads to this video and hundreds more. On the asset store there are multiple controllers already made, for example this one made by Unity, which includes everything you need.
Next time, before asking a question, try to google what you need, 99 times out of 100 the thing you're trying to achieve has already been made over and over again ;)

Deactivate or disable Controller/Gamepad functions for another process in C#

I am writing a little Windows Forms application in C# to detect if a XBox Controller is connected and if it does, it maps the gamepad buttons to specific keyboard keys (with SharpDX and InputSimulator). After that it starts a game where I want to use my own configuration. This all works great.
Unfortunately the game has built in controller support and always prioritizes its own button mapping and the problem is, that it only supports 3 buttons on the gamepad.
Now is the question if it is possible in C# to forbid, deactivate or disable the use of the gamepad for another process so it (that specific process) thinks there is no gamepad it can use?
I don't know if this helps, but the games I want to use my tool with, are made in RPG Maker 2003 to make those games fully controller compatible. Maybe there is a way to just deactivate it in the game itself and I don't know how?

I want to rotate the camera like Minecraft | Android

I want to swipe and turn the camera.
I reproduced the Maincraft in Windwos with Character 's First Person Controll.And how do you implement it on Android?I use joystick for the movement, but I want to swipe the rotation of the camera.What should I do?
Unity is a multiplatform game engine but you can't expect to create one game and run it everywhere. FPC have a desktop implementation and it's not intended to be used for mobile device. If you are interested in Android development I suggest you to take a look at Unity's Android SDK.

Unity Local 2 Player combination of controller and keyboard controllers

I am working on a local multiplayer Unity based game. I want to allow Player 1 to use the keyboard to control their character while Player 2 uses an xbox 360 controller. The issue that I am having is that the controller is only registering as Joystick 1. Here is what I have done so far:
I set up two separate inputs, one polling joystick1 and the keyboard for player 1 with another polling joystick2 (and some alternate keyboard keys) for player 2.
I have the system working with both players on the keyboard, but am unable to get player 1 to use the keyboard while player 2 uses the controller (or visa versa).
My question is, how can I force a controller to become joystick2 or joystick1? Is there a way to control which input is registered to which number?
I'm looking for that solution as well. It seems like Portal2 has managed to get a keyboard+mouse / xbox360controller for local cooperative play, but people have been struggling to get it to work because of this same problem, seems like switching player number in the 360controller is tricky.
Portal2 post on this matter
https://steamcommunity.com/sharedfiles/filedetails/?id=239373369

How can I wake my Canon EOS 1100D up from computer?

I have a Canon EOS 1100D camera and control it by my C# program that use it's tethering feature ‎with Canon EOS Utility dlls.
I have to shoot one photo every 30 minute all day long, but if I want to send the camera into standby ‎mode between two shots, the camera will be disconnected from my computer and I have to power it ‎on by pressing a key on it.
Is there any way that I can reconnect my camera programmatically?
‎
Note: I'm afraid of keeping the camera ON always.‎
After some search, it turns out that if I lost the connection between the Camera and the Computer, I can do nothing for it. So, I can't turn my Camera ON again.
What I can do is to keep my Camera always ON and prevent camera's sleep. (I can do it simply from Camera's setting menu).
And the best thing here is this fact that in DSLR Cameras you can keep it ON; even when you don't use it.
In DSLRs, the sutter just opens when shooting command is sent.
in manual use (when user use the camera, not a program or computer), user can see the view from camera's viewfinder eyepiece without using its LCD.
P.S.: Any body can help me to improve this answer? I think I couldn't explain it clearly what I want to say!

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