![]() Suggest and vote on featuresXpadder Features Controller SupportXpadder supports the use of a controller (XBOX, PlayStation, etc.).Key rebindingGamepad Mapper Xpadder vs Joystick Mapper Some users think Xpadder is a great alternative to Joystick Mapper, some don't.11AntiMicroXIs this a good alternative? Yes NoCopy a direct link to this comment to your clipboard Free ProprietaryKey Mapping ToolWindows29 alternatives to Xpadder A utility for mapping keyboard keys and mouse button actions to your game controller buttons for PC gaming.ProprietaryMacJoystick Mapper is an application that allows you to configure your joysticks or gamepads to simulate keyboard keys/mouse.Learn more about Joystick MapperJoystick Mapper info, screenshots & reviewsAlternatives to Joystick Mapper18 FiltersMacWindowsFreeMac + FreeShow more filters 58XpadderIs this a good alternative? Yes NoCopy a direct link to this comment to your clipboard Paid.Other great apps like Joystick Mapper are JoyToKey, InputMapper, reWASD and Controllers. Suggest changesThis page was last updated Joystick Mapper 7 Paid It's not free, so if you're looking for a free alternative, you could try AntiMicroX or X360ce. There are more than 10 alternatives to Joystick Mapper for Windows, Mac, Linux, Online / Web-based and Objective-C. Mac OSXġ You would probably expect left to be +1 and right to be -1, but thats how it outputs to the debug when I tested the default axis setup.Joystick Mapper Alternatives and Similar Software | AlternativeTo (function()() Skip to main contentSkip to site searchPlatformsCategoriesOnlineWindowsAndroidMaciPhoneLinuxiPadAndroid TabletProductivitySocialDevelopmentBackupRemote Work & StudyLoginSign up HomeGaming SoftwareJoystick MapperAlternativesJoystick Mapper AlternativesJoystick Mapper is described as 'application that allows you to configure your joysticks or gamepads to simulate keyboard keys/mouse movement/mouse click/mouse scroll, so you can control any app or game using them, even the ones without built-in support' and is an app in the gaming software category. For example, Mac OSX interprets triggers differently, and Linux interprets the D pad differently depending on whether your using a wireless controller or a wired controller. If you find yourself using either of these operating systems, I implore you to read more on the page, as there are slight differences in how they interpret the controller. Below are two more additional image guides provided by the Unify Community Wiki detailing the changes on these alternate operating systems. However, you might find the need to download a specific driver for use on a Mac or Linux operating system. Given that Microsoft made both Windows and Xbox 360, it is not surprising that the controllers are "plug and play". You mention using Windows, but in effort to make this answer more useful to other users, its worth mentioning that the controller references are unique to the driver being used. Operating system does make a substantial difference Both axis will output 1 when you press the trigger down. You could alternativley use the above setup with "9th Axis" to represent the left trigger, and "10th Axis" to represent the right trigger. ![]() The previously mentioned Wiki page also points us in the direction of using individual axis to represent the two triggers. ![]() Using individual axis to represent each trigger This means that if you set up an axis in your InputManager to use "3rd Axis (Joysticks and Scrollwheel)" for its Axis and set the Type to "Joystick Axis", the axis will output 1 when you hold the left trigger down, and output -1 when you hold the right trigger down 1. Using both triggers for a single axisĪs you can see, the triggers are associated with "3rd axis". Apart from the terminology difference, this means that you must set them up using InputManager, as opposed to having the additional option of calling them through Input.GetKey(Ke圜ode). A trigger can output a value of 0.5 if only half-way pressed, while a button can only interpret "on" or "off" - 0 or 1.įor this reason, the triggers are referenced as "axis", and not as "buttons". This is because the triggers output a value based on how far down they have been pressed. The triggers are represented as axis, as opposed to buttons. Below is a helpful image guide, provided by the Unify Community Wiki article on the Xbox 360 controller.
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