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Fixed in 2019.2.X
Votes
0
Found in
2018.3.0a1
2018.3.5f1
Issue ID
1127453
Regression
Yes
[Input] Xbox controller input not detected
Steps to reproduce:
1. Open user attached project
2. Connect 3 XBox controllers
3. Play the scene and observe that controller input is not detected
Expected result: joystick input should be detected
Reproduced in: 2019.2.0a6, 2018.3.7f1, 2018.3.0a1
No repro in: 2018.2.20f1, 2017.4.21f1
Regression since: 2018.3.0a1
Fixed in: 2019.2.0a8
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shubhamswaraj2021
Aug 22, 2020 10:53
good one <a href="https://www.lyricsauto.com">lyricsauto</a>
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Vagabond_
Sep 12, 2019 12:37
Unity 2019.2.5f1 crashes every time exiting play mode is XBox One controller is attached here !
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aurelien-defossez
Aug 07, 2019 09:43
I still have the issue in 2019.2.0f1
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secondimpactrob
Aug 01, 2019 16:03
Any chance of this being fixed in the LTS version (2018.4)?
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pikachu17997
Jul 22, 2019 07:43
Looking the best site here http://fixwindows10connections.com and access to fix connections to bluetooth audio devices and wireless displays in windows 10 here easily.
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Billygoatman123
May 08, 2019 14:25
"Furthermore, this problem has been fully addressed with the New Input System", does this apply to the preview release of the the input system?
Would this issue be resolved if I were to install the new input system preview package and port my existing game to use that instead of the legacy input system?
I too am looking for a solution to this, the only alternative is to have the user's un-plug and plug in their controllers after launching the game which is not practical or intuitive.
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Resolution Note (fix version 2019.2):
This bug is part of a much larger issue with InputManager that's been around for a long time.
The core problem is caused by the way Microsoft choose to implement Xbox gamepads (Xbox 360 and Xbox One) on Windows, in that the left and right triggers cannot be properly read by the HID interface. The 2 triggers are combined to a single axis making it impossible to read them independently using HID, and instead the only way to read trigger input is via XInput. However, XInput only operates by a 'UserIndex" value and doesn't expose any kind of hardware ID, and so there's no way to reliably map a UserIndex with a HID hardware ID.
This causes problems when multiple Xbox controllers are connected on Windows, since we don't know which UserIndex goes with which HID hardware ID, causing failures to read input properly. Attempts to work-around the problem only seem to cause other issues or regressions, as was the case with this bug. So, this is another "band-aid" fix that attempts to mitigate the problem.
NOTE: This issue is with Windows Standalone player and Windows Editor but not with UWP, since it uses completely different code to read input. Furthermore, this problem has been fully addressed with the New Input System.