Search Issue Tracker
Won't Fix
Votes
3
Found in
5.3.2f1
Issue ID
767182
Regression
No
[Input] Input.GetJoystickNames.Length doesn't always return a correct number of connected controllers
Reproduction steps:
1. Open attached project "Joysticks TEST"
2. Open scene "JoysticksTestScene"
3. Enter play mode
--- GUI label will tell you the value of Input.GetJoystickNames().Length
4. Connect a controller (I used Xbox 360 and Xbox One controllers)
--- You should see Input.GetJoystickNames().Length increase
5. Disconnect the controller
--- Input.GetJoystickNames().Length stays the same
Code used in the project:
void OnGUI()
{
GUILayout.Label("JOYSTICKS LENGTH:::: "+Input.GetJoystickNames().Length);
}
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
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
igUnity11
May 20, 2016 21:20
Input.GetJoystickNames can return an entry with null entries. Even if Length is 1, the array may be empty.