How hard is it to add Gamepad support for your game?

This page summarizes the projects mentioned and recommended in the original post on /r/gamedev

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  • InputManager

    Custom InputManager for Unity

  • If you're using an engine, you should find a plugin that improves their gamepad support to handle gamepad mapping, switching, active detection. There's often free, open source solutions like InputManager for Unity, baton for love2d, etc.

  • lazynput

    A game input device abstraction layer.

  • for good defaults, consistent mappings and displaying labels on non-Xbox controllers there is Lazẏnput

  • InfluxDB

    Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.

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  • baton

    An input library for LÖVE. (by tesselode)

  • If you're using an engine, you should find a plugin that improves their gamepad support to handle gamepad mapping, switching, active detection. There's often free, open source solutions like InputManager for Unity, baton for love2d, etc.

  • SDL_GameControllerDB

    A community sourced database of game controller mappings to be used with SDL2 Game Controller functionality

  • If you're writing from scratch, then you can follow the pattern of something like baton. This will mean a lot more work, but you're making an engine from scratch, so that's what you signed up for :D (Be sure to check out SDL_GameControllerDB even if not using SDL since it'll allow you to suport a massive list of gamepads. Use that mapping so you can query a button name and it'll be right across thousands of gamepad models.)

NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a more popular project.

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