The Pro Controller ZR button does not work with InputManager. This is a known bug. If you plan to use this button on the Pro Controller, use the Wii U API instead of using the InputManager.
There are two types of controls: joysticks and buttons. The settings for each of them are very different. InputManager calls the button mapping entries ‘axes’ (plural for axis). This gets confusing because there is also a setting for axis (as in x/y axis). To ease confusion, in this guide I’ll just call each button mapping ‘axes’ an entry.
This image shows how to set up the left joystick on the GamePad. Relevant settings are in the green boxes. Settings marked by red boxes are ignored for buttons and have no effect on behavior.
Type: This is always ‘Joystick Axis’
Axis: This is divided by the X/Y axis for the left and right joystick.
Joy Num: Set this according to the numbers given below.
This image shows how to set up the A button on the GamePad. Relevant settings are in the green boxes. Settings marked by red boxes are ignored for buttons and have no effect on behavior.
To reference a button, enter the joystick number along with the button number. You can find the full list of button numbers in the Unity for Wii U documentation. For Unity 5.x, this is in Platform Specific > Wii U > Wii U Scripting > Wii U Joystick Aliases and Axes.
Example for the B button on the GamePad:
Positive Button: joystick 2 button 1
Type: Key or Mouse Button
Example for ‘up’ on the +Control Pad on the first Pro Controller:
Positive Button: joystick 3 button 12
Type: Key or Mouse Button
Note that you can assign both keyboard key presses and GamePad button presses to the same entry. The above image uses these settings to assign one entry to both the A button and the ‘a’ key:
Positive Button: joystick 2 button 2
Alt Positive Button: a
Type: Key or Mouse Button
Setting an alternate button to a keyboard key allows you to test your game more easily in the Unity Editor. Joystick input and key presses cannot be placed in the same entry, but you can make two entries with the same name to get the same results. For example:
Entry 1
Name: gamePadLeftJoyX
Type: Joystick Axis
Axis: X axis
Joy Num: Joystick 2
Entry 2
Name: gamePadLeftJoyX
Positive Button: up
Negative Button: down
Type: Key or Mouse Button
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