I posted about much of the same problem in the UWP app 10 months ago (See #2):
I posted the UWP app bugs here in Mobile Bugs as Mobile and UWP seem more similar to each other
than the normal Desktop app, even though the UWP app runs on the PC desktop.
-
What works w/ Gamepad controls:
(L) Thumbstick1
: directionals only
(R) Thumbstick2
: directionals only
(L) Trigger (ButtonL2)
: perfect
(R) Trigger (ButtonR2)
: perfect
Back (ButtonSelect)
: perfect -
What is broken:
(L) Bumper (ButtonL1)
: gamepad bug*
(R) Bumper (ButtonR1)
: gamepad bug*
(L) Thumbstick1 (ButtonL3)
: gamepad bug*
(R) Thumbstick2 (ButtonR3)
: gamepad bug*
Start (ButtonStart)
: gamepad bug*
A (ButtonA)
: gamepad bug*
B (ButtonB)
: gamepad bug*
X (ButtonX)
: gamepad bug*
Y (ButtonY)
: gamepad bug*
DPadLeft
: Instead ofUserInputState.Begin
, sends.Change
(bound Action) coupled w/.End
DPadDown
: Instead ofUserInputState.Begin
, sends.Change
(bound Action) coupled w/.End
DPadRight
: Instead ofEnum.KeyCode.DPadRight
, sendsEnum.KeyCode.DPadLeft
(bound Action)
DPadUp
: Instead ofEnum.KeyCode.DPadUp
, sendsEnum.KeyCode.DPadDown
(bound Action) -
*gamepad bug:
UserInputService.InputEnded
event fired w/UserInputType.Keyboard
ANDKeyCode.Unknown
Notice that it isUserInputType.Keyboard
and not what it should be:UserInputType.Gamepad1
Notice that theKeyCode
isKeyCode.Unknown
, so you can’t distinguish the buttons.
Additional info:
- These input bugs are seen on Android devices.
- These input bugs are seen on USB-connected controllers as well (not just Bluetooth.)
-
UserInputService:GetGamepadState()
does not work for the broken inputs. -
UserInputService:IsGamepadButtonDown()
does not work for the broken inputs. - Happens 100% of the time.