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mitridas avatar mitridas commented on June 14, 2024

Hi, I have the same issue, except the Xbox 360 controller is wired in my case.
The family is correctly detected as GameInputFamilyXbox360 in the GameInputDeviceInfo, connection is detected but no input values appear.
Worth noting that the GamePad sample from the GDK samples repositories also appears to suffer from the same issue (gamepad detected but no input received).

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CDMcGwire avatar CDMcGwire commented on June 14, 2024

I'm also having this problem but with an 8BitDo Ultimate controller which is detected and labelled by GameInput and assigned GameInputFamilyXbox360. Whether processed as a Gamepad or Controller, none of the buttons will report any changes.

My Xbox Elite Series 2 controller is detected and updates properly as a gamepad, and a Dualsense is detected as a "Controller" but still reports on button presses just fine.

I get the sense that the 360 family handling specifically is bugged or there's some undocumented envrionment configuration issue.

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osor-io avatar osor-io commented on June 14, 2024

I'm seeing the same with both Xbox360 controllers and the 8BitDo controller. The gamepad state always returns zeroed out. Trying to access the data via the IGameInputReading::GetControllerAxis/Button/Switch interfaces also returns zeroes for everything, although the count of axes, buttons and switches seems to be reported correctly.

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frozax avatar frozax commented on June 14, 2024

Same issue for me. I think the conclusion is that we shouldn't use GameInput, right?

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pfeard avatar pfeard commented on June 14, 2024

Same here with a Xbox360 wired gamepad. Strange that it hasn't been fixed in 6 months.

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Eoin-ONeill-Yokai avatar Eoin-ONeill-Yokai commented on June 14, 2024

Having this issue as well. Tried a few different 8bit-do's on XInput (Xbox) mode and they won't budge. Using my 8BitDo Pro 2 on "Android" compatibility mode seems to work as a work around but isn't ideal.

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