I am able to connect my gamepad to my computer and play with it perfectly fine on the Roblox client, but when I go to test my game in Studio using the same controller, it does not detect the controller at all. This is using a Switch Pro Controller, and I have tested this both on my Windows 11 PC and my MacBook Air (M2, although I doubt this would matter given it happens on Windows too).
Additionally, selecting Xbox One under Device Emulation results in an unusual UI getting stuck on the center of the screen with no way to remove it. It displays my name twice, and I am able to interact with the UI and highlight the buttons but clicking doesn’t do anything; when I open and close the escape menu it will reappear and leave the following error:
I’ve been having the same issue for a while and so have some others. Hopefully Roblox puts some attention to this, because it is detrimental to development.
This is an issue for me, I’m using a PS4 controller and it is not detecting in studio but works fine in game. This is an extreme inconvenience that is preventing us from working on Xbox compatibility for our game. Please acknowledge and fix this issue.
I have confirmed that my gamepad is indeed detected in the Roblox client, however in Roblox Studio, the gamepad is not detected (UserInputService.GamepadEnabled is false)
Can you please give us additional details about your setup?
We can’t reproduce any gamepad issues on production Studio.
Does your gamepad work with the Client?
Did you give the viewport input focus? (this is an oddity of Studio, you have to click into the viewport with the mouse to get focus)
I’m on a M2 Macbook Air, running macOS 14.0. My controller was a Nintendo Switch Pro Controller paired via bluetooth. The controller is natively recognized by my mac; it functions as expected in the Roblox client.
Back at the time of making this post in June of 2023, I was having this same issue occur on my Windows 11 PC (I have not tested this since but have no reason to believe it would have changed). Same controller.
I did give the viewport input focus, UserInputService would not recognize the existence of the gamepad at all.