As the title states, when using a Gamepad of any kind, UIDragDetectors do not respond to the controllers input whatsoever. However, both Touch and Mouse devices can drag these volume sliders, which makes me think it isn’t specific to the code of the slider. This issue still occurs even if the UIDragDetector isn’t programmed and simply uses the native drag functionality (such as moving an element with a UIDragDetector that uses another frame as Bounds)
Below is a video of the issue in my experience:
Expected behavior
I expect that when I select UIDragDetector enabled elements on the screen with the A button on controller (just like how you interact with other UI using the Virtual Cursor on Gamepad), the element will respond to the controllers input (such as holding down A and moving the Cursor, which should cause the box to move along the slider.)
Hi there! I’m testing on a baseplace with a screengui->frame->uidragdetector, and it seems to be draggable with both virtual cursor and regular selection with gamepad. Would you be able to provide a repro file?
Hey, I’m preparing this right now. If it’s okay, could you open a PM with me? I definitely should have initially considered adding a private message to the report with the file. That is my bad.
I will send you an update when I have the file ready.
I have the reproduction file ready. I had to remove some visuals and change the code a bit so it wasn’t looking for things my actual experience has, but the same problem occurs.
However, this reproduction file contains code my project actively uses, so I’d like to keep it private. Could you open a private message with me so I can send it?