Incontrol unity waspressed12/28/2023 ![]() I am sorry if it is frustrating but this is definitely a problem as now I've had a third person who recently got a Series X pad tell me of this issue, not just in my game but in a friend's game as well which uses InControl. Series X pads don't show up with a name so I don't think I am able to detect a Series X pad and disable Native Input at runtime or anything like that.Īight, I'm dropping in again to annoy you some more. But obviously that adds new problems for other controller types. Turning off Native Input appears to be a workaround, I haven't tested it for long but the issue hasn't come up when I've had Native Input disabled. So it seems to me like InControl thinks the Xbox Series X pad is two devices, one XInput and one DirectInput device, and perhaps it tries to switch driver at some point causing the issue? This doesn't occur when I try with an Xbox One pad, only Series X. ![]() I removed all other Bluetooth controllers listed to make sure it wasn't double-paired or something like that but it still occurs. But two are shown as disconnecting if I turn the controller off. If the controller is already connected when I run the game it shows only one (the DirectInput one) being added. The second one says Name: (empty), Driver Type: DirectInput. The first one says Name: XInput Controller, Driver Type: XInput. When I first connect the controller it shows two devices connecting. It shows two different devices being attached/detached. However I noticed in the Debug logs in the console, it seems to get confused about what device(s) are connected. I loaded up a very basic test I made, and adapted it to use InControl. I have some information on this which may be helpful!
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