Search Issue Tracker
Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.
Postponed
Votes
1
Found in [Package]
1.1.1
Issue ID
1364574
Regression
No
InputSystem rumble speed takes longer to start when connected via Bluetooth
How to reproduce:
1. Create a new empty Project
2. Go into Window -> Package Manager
3. Download the Input System package from the Unity Registry
4. Put the user attached "ControllerRumble.cs" script into the Assets folder
5. Create a new Empty Object in the scene
6. Attach the "ControllerRumble.cs" script on the Empty Object
7. Press Play
Expected result: Rumble speed is consistent regardless of the way of connection
Actual result: USB connection rumble is faster than Bluetooth
Reproducible with: 1.1.1 (2019.4.31f1, 2020.3.191, 2021.1.24f1, 2021.2.0b14, 2022.1.0a11)
Note:
- macOS requires 3rd party drivers to allow Xbox controller usage
- It would seem that when connected via Bluetooth and upgrading Streams, the rumble starts to take longer and longer
Comments (1)
-
nikescar
Oct 08, 2021 17:36
I'd just like to be clear that everyframe that you set the Rumble with a Xbox controller connected via Bluetooth, it uses 10x the frame time as when connected via USB
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
- var VisionOSEDRHeadromm has a comma instead of a dot when building with Metal Rendering App Mode and local OS localization is set to German
- IAP Catalog remove product “x” and add product “+” buttons are not consistent with other remove and add buttons in the Editor
- Performance issues in Play Mode when quickly hovering the mouse cursor over Hierarchy GameObjects
- Frame Debugger displays incorrect output when FidelityFX Super Resolution or Spatial-Temporal Upscaler is used with Temporal Anti-aliasing or Subpixel Morphological Anti-aliasing
- The layout system is failing to correctly calculate or apply the height of the Japanese fallback font when the primary English font's metrics are used
Resolution Note:
Postponing until further notice due to higher priority needs. We hope to revisit this at a later time.