Search Issue Tracker
Fixed in 5.5.2
Votes
0
Found in
5.5.0p2
Issue ID
863399
Regression
Yes
[Android] Application detects gamepad only after its input was made
Reproduction steps:
1) Take any Android device and connect any gamepad to it
2) Download and open user's attached project
3) Build and run "Man" scene on device with connected gamepad
-- Using ADB notice that there's no Debug.Log() message displayed
4) Press any button on gamepad or move any joystick
-- Notice that "Connected" was printed
Expected result: "Connected" should be printed without pressing any button on joystick; it should be printed as soon as app is launched.
Reproduced with:
5.5.0f1, 5.5.0p3, 5.6.0b2
Unable to reproduce with: 5.4.4f1
DUT:
LG G3, Android 5.0
Nvidia Shield Tablet, Android 6.0
Comments (1)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on CollectAllSceneManagerAndObjectIDs when opening a specific Scene
- GPU device suspended error when replaying a video in the Video Player with NVIDIA Vertical Sync set to Fast
- GPU device suspended error when replaying a video in the Video Player with NVIDIA Vertical Sync set to Fast
- SetComponentEnabled uses class instead of struct when constraining Enableable Component type
- [iOS] Application.deepLinkActivated does not get invoked while app is running when UIApplicationSceneManifest is added in Info.plist
guavaman
Feb 11, 2017 03:48
This is only part of the problem. If you disconnect a controller, it does not disappear from the list. If you then re-connect the controller and press a button to activate it, it appears as yet another copy of the same controller in the list. You can repeat this over and over to build a massive list of phantom controllers.