# Examples

All examples can be found in the Rewired/Examples folder. You should use these examples to learn how to work with the more advanced features of Rewired. More examples will be added in future updates.

- Controller Remapping 1
- Custom Controllers Touch
- Custom Controllers Tilt
- Eight Players
- Fallback Joystick Identification

### Controller Remapping 1

This example demonstrates how to create a controller remapping screen using legacy Unity's GUI system. The demo shows examples of:

- Assigning controllers to players
- Mapping actions to controller, keyboard, and mouse elements
- Conflict checking during element assignment
- Using Map Categories and Action Categories to filter actions shown to user
- Calibrating controller axes
- Saving and loading controller maps, input behaviors, and calibration maps
- Joystick identification for Unity input fallback platforms

The example is not meant to be a finished, drop-in controller remapping screen. Many games may not need such a complex setup, and you'll very likely want to replace Unity's legacy GUI with nGUI, Unity's new GUI, or another GUI system. You can use this example to learn how to implement each aspect and customize it for your game's needs.

### Custom Controllers Touch

This example shows how to implement Custom Controllers, one possible use of which is on-screen touch controllers. The demo is not meant to be a drop-in touch controller. In a future update, a pre-built touch controller may be included, but for now, use the sample code to learn how to set up Custom Controllers. Many touch controllers available on the asset store may be modified to work with Rewired.

### Custom Controllers Tilt

This example shows how to handle basic tilt control on a mobile device using a Custom Controller.

### Eight Players

This example shows how to create basic joystick controls for 8 players and how to get input.

### Fallback Joystick Identification

This example shows how you identify which joystick is which using Unity's input system as the input source on Windows. See Identifying joysticks on Windows fallback or Windows Webplayer platforms for more information.

Documentation