Air Controller

by crashkonijn

A plug 'n play unity plugin for AirConsole for easier development

( Crawled 17 minutes ago )


A plug 'n play unity plugin for AirConsole for easier development.

An earlier version of this library was used to handle all AirConsole related things when developing our game Basher Beatdown for AirConsole. This version has been cleaned up and extended upon, to make it usefull to a much wider range of games.


With AirConsole you have to work with two seperated systems, with Unity (or another engine) for the game itself and HTML/Javascript for the controllers. When working with two sperated systems that have to work together where both have the power to make decisions it can quickly become a mess. The state of one might not be what the other expexts anymore at any point in time.

To prevent this from hapening and to keep all logic in the same place the controller doesn't decide anything, but simply acts as a normal input device, nothing else. Ofcourse using a mobile phone as a controller gives the great opportunity of being able to display different screens and buttons, but what needs to be shown when is completely controlled by the Unity plugin.



  • Easy HTML setup, no javascript required. The system will smartly manage all sending for you. (By using the air-btn="", air-page="" and air-joystick="" tags)
  • Out of the box support for buttons, buttons with int values and joysticks
  • Handles different screens, controlled by the Unity part
  • Handles hero users, can disable hero only buttons automatically. It will show the become hero screen if a non-hero pushes it.
  • Smart sending of input, to minimize player input delay.
  • HTML classes can be assigned by the Unity script, which then get put in the body tag for easy CSS adjustments. (Think colors, enabling/disabling of things)
  • Supports vibration on button press


  • Auto handles the joining of devices.
  • Auto handles the creation of player objects, which can be assigned to a device.
  • Auto reconnect a device to a player after connection loss.
  • The state of the controller is controlled by the device class in unity and thus allows for easy adjustment from in game. Show a different screen when a user is gameover? Easy, just change one value!
  • AirController handles all the input send by the controller. All you have to do is Player.Input.GetKeyDown("jump");
  • Custom editor to keep track of what's going on


AirController consists out of four parts, the Aircontroller, Player, Device and Input.

One could argue that players and devices could be the same, but the fact that they are seperated made certain situations easier. When a game start you might request all Player objects and assign them to your own player object to get the input from. If player and device are the same what would happen when a device disconnects? Now a device can disconnect and be auto assigned back to it's player. Your code now doesn't have to worry about anything.

Another example would be our game Basher Beatdown where there's only four players allowed. When the game starts, four players are created, and can then be claimed by a device. In this case you can still receive input from all players (Devices) that joined.

AirController (Unity)

The AirController is the base class that handles everything, eventhough AirController works out of the box it is adviced that all 3 classes get extended for custom behaviour.

AirController editor window

Minimal implementation

using SwordGC.AirController;

public class ExampleAirController : AirController {

    public override Player GetNewPlayer(int playerId)
        return new ExamplePlayer(playerId);

    protected override Device GetNewDevice (int deviceId)
        return new ExampleDevice(deviceId);


// TOGETHER: All devices get marked hero.
// SEPERATE: Only the hero device will be marked hero.

// AUTO: A device will automatically try to claim a player
// CUSTOM: A device won't claim a player (for a join now screen?). 
// Note: When set to custom you can easily claim a player by sending a button called "claim" from the device
public enum JOINMODE { AUTO, CUSTOM }

// AUTO: The system will create a player for each device.
// LIMITED: The system will create the specified amount of players and will only allow that many

// Becomes true when the AirConsole plugin is ready
public bool IsReady { get; private set; }

// Becomes true when OnPremium is called
public bool HasHero { get; private set; }

// The maximum amount of players when maxPlayersMode is set to LIMITED
public int maxPlayers = 4;

// Turns all debugs on and off
public bool debug = true;

// Contains all players
public Dictionary<int, Player> Players { get; protected set; }

// The amount of players that are created but not claimed
public int PlayersAvailable;

// Contains all devices
public Dictionary<int, Device> Devices { get; protected set; }


Note: The AirController already includes all AirConsole functions as virtual voids, which can all be overriden.

// Called when a new player is needed, override this function to insert your own Player extended class
public virtual Player GetNewPlayer (int playerId) {}

// Returns the matching player, returns null when none is found
public Player GetPlayer(int playerId) {}

// Call this to reset all players to it's default state. (Which is none, or maxPlayers when maxPlayerMode == LIMITED
public void ResetPlayers() {}

// Claims a player for a device
public void ClaimPlayer(int playerId) {}

// Tries to reconnect a device to a previously claimed player
public bool ReconnectWithPlayer (int deviceId) {}

// Returns the matching Device, returns null when none is found
public Device GetDevice (int deviceId) {}

// Called when a new device is needed, override this function to insert your own Device extended class
protected virtual Device GetNewDevice (int deviceId) {}

// Checks if a device has a player object
public bool DeviceHasPlayer(int deviceId) {}

// Return the player based on a deviceId
public Player GetPlayerFromDevice(int deviceId) {}

// Sends the current device states to the devices
public void UpdateDeviceStates() {}

// Resets the input, is called on LateUpdate
public void ResetInput() {}



// Cached reference to the controller
AirController airController;

// The current state of this player

// Wrapper for the device nickname
public string Nickname;

// Wrapper for the device profile picture
public Texture2D ProfilePicture;

// The id of this player
public int PlayerId { get; private set; }

// The id of the connected device
public int DeviceId { get; private set; }

// Returns the device of this player
public Device Device;

// Returns the input of this player
public Input Input;


// Claims this player for a device
public Player Claim(int deviceId) {}

// Unclaims this player from it's device
public void UnClaim(){}

// Sets it's state to disconnected
public void Disconnect() {}


Minimal/Example implementation

using SwordGC.AirController;

public class ExampleDevice : Device {

    public ExampleDevice (int deviceId) : base(deviceId)


    // required
    public override string View
            if (Player == null) return "NotJoined";
            else return "Joined";

    // purely example
    public override string Classes
            return "Color" + player.ColorId;


// Reference to the input of this device
public Input Input { get; protected set; }

// Set to true when this specific device is here
private bool isHero;

// Returns true when this device is hero or heromode === TOGETHER and there's at least one hero in the party
public bool IsHero;

// The id of this device
public int DeviceId { get; private set; }

// Returns the playerId of the claimed player.
// When no player is claimed it will return -1
public int PlayerId;

// Returns the connected player
public Player Player;

// Returns the Nickname of this device
public string NickName;

// Should return the current view of the controller
public virtual string View;

// Should return the classes that should be inserted on the controller
public virtual string Classes;

// Holds the profile picture of the device in 512x512 px
public Texture2D ProfilePicture { get; private set; }



// Returns true if the button was pressed this frame
public bool GetKey (string key);

// Retuyrns true if the button was pressed down this frame
public bool GetKeyDown (string key);

// Returns the axis of an object
// Example: The controller holds a joystick called Movement
// GetAxis("MovementHorizontal") will return the x value of movement
public float GetAxis (string key);

// Returns the vector of a given key
public Vector2 GetVector (string key);

AirController (HTML/JS)


The HTML follows a very simple boilerplate to make the controller. The AirController.css will remove all default css off a browser so you start off with a blank slate that will completely fill the screen.


First off everything has to be put in pages, these pages can be switched by the unity plugin. A page is created like this:

<div id="Name" air-page="Name" class="page">
    <!-- page content -->


By adding the following to an HTML object it will become a button:


Button with int value

By adding the following to an HTML object it will become a button with a value:



By adding the following to an HTML object it will become a joystick:


Hero only button

By adding the following to an HTML object it will become a hero only. The button won't send any information as long as the device is not marked as a hero, but will instead open up the become hero screen.


When the following class is added to an object it's alpha will become 0.5f when the device is not marked as hero.



This is all javascript that's needed at the end of your HTML

controller.init(page, orientation, vibrate);


var controller = new AirController();
controller.init("Loading", AirConsole.ORIENTATION_LANDSCAPE, true);


    <meta name="viewport" content="user-scalable=no, width=device-width, initial-scale=1.0, maximum-scale=1.0"/>
    <link rel="stylesheet" type="text/css" href="AirController/css/AirController.css">
        .button {
            text-align: center;
            vertical-align: middle;
            line-height: 50vh;
        #not_joined_joystick, #joined_joystick {
            background-color: #8e79ff
        #not_joined_button {
            background-color: #cbff50
        #joined_button {
            background-color: #00ff00
        #not_joined_hero, #joined_hero {
            background-color: #ff6775
        #not_joined_number, #joined_number {
            background-color: #56ffe4
<body class="">
    <div id="Loading" air-page="Loading" class="page">
    <div id="NotJoined" air-page="NotJoined" class="page">
        <div id="not_joined_joystick" air-joystick="joystick" class="button">Joystick</div>
        <div id="not_joined_button" air-btn="claim" class="button">Claim</div>
        <div id="not_joined_hero" air-btn="hero" air-hero="true" class="button herodisabled">Hero only</div>
        <div id="not_joined_number" air-btn="number:6" class="button">Number Button</div>
    <div id="Joined" air-page="Joined" class="page">
        <div id="joined_joystick" air-joystick="joystick" class="button">Joystick</div>
        <div id="joined_button" air-btn="button" class="button">Button</div>
        <div id="joined_hero" air-btn="hero" air-hero="true" class="button herodisabled">Hero only</div>
        <div id="joined_number" air-btn="number:6" class="button">Number Button</div>

    <script type="text/javascript" src=""></script>
    <script src="AirController/js/virtualjoystick.js"></script>
    <script src="AirController/js/victor.min.js"></script>
    <script src="AirController/js/jquery-1.11.3.min.js" type="text/javascript"></script>
    <script src="AirController/js/hammer.min.js" type="text/javascript"></script>
    <script type="text/javascript" src="AirController/js/AirController.js"></script>

        var controller = new AirController();
        controller.init("NotJoined", AirConsole.ORIENTATION_LANDSCAPE, true);

This example will output this:

Rendered version of above example