After setting up Gamepad input in Unity for around the 5th time, I decided to write a wrapper class to avoid future suffering. The class mimics the Input.GetButton() and Input.GetButtonDown() functions.
I also added a GetState() function, similar to XNA, which returns a snapshot of the controller's state.
Caveats:
- You will need to replace the InputManager.asset file located in the ProjectSettings folder with the one contained in the package.
- GetButtonDown() and GetButton() cannot be used to check the up/down/left/right buttons because Unity treats the dpad as an axis.
