InControl是Unity统一的跨平台输入管理器,使用简单,强大的API,InControl可以快速添加控制器对您游戏的支持,需要Unity 4.7.2或更高版本。
Incontrol特征
Xbox 360 控制器
 Xbox One 控制器
 PS3 和 PS4 控制器
 PlayStation Vita PSM
 Apple MFi控制器(iOS 7+,Apple TV)
 OUYA, Amazon Fire and many more!
 触摸控制
 键盘和鼠标
 XInput,with rumble! (Windows)
Incontrol v1.7.0更新日志:
v1.7.0
 * Added additional controllers supported by 360Controller 0.16.6 on Mac.
 * Added Xiaomi Remote profile for Android TV.
 * Added `InputManager.ActiveDevices` that contains all devices active during the last update tick.
 * Added `BindingListenOptions.OnBindingEnded`, called after listening for bindings is ended (for any reason).
 * Added iCade support for tvOS.
 * Added UWP support using the `Windows.Gaming.Input` framework.
 * Added `TwoAxisInputControl.DeadZoneFunc` which may be set to `DeadZone.Circular` (default), `DeadZone.Separate` or a custom deadzone function.
 * Added more performance optimizations.
 * Fixed `XboxOneInputDevice` to properly clamp vibration values.
 * Removed beta label from Native Input module. It’s time.
 * BREAKING CHANGE: Removed 32-bit Native Input plugin on macOS.
 * BREAKING CHANGE: Removed custom profiles functionality deprecated in v1.5.12.
 * BREAKING CHANGE: `InputDevice.LastChangeTick` has been replaced with `InputDevice.LastInputTick`
 * BREAKING CHANGE: `InputDevice.LastChangedAfter()` has been replaced with `InputDevice.LastInputAfter()`
 * BREAKING CHANGE: Whether a device is considered active is now determined by whether any control gives nonzero input rather than whether the control value changed. Controls or devices with their `Passive` property set will never be considered active. This makes device activation more intuitive and properly handles multiple devices being active simultaneously, enabling `InputManager.ActiveDevices` to exist. `InputManager.ActiveDevice` can now also be more “sticky” and will only be changed if the device is inactive, which helps mitigate certain broken situations where a mirrored virtual device exists in the OS.



