Hi,
in Swift Playgrounds on my iPad I can see my Xbox controller. I can access its vendorName and it's recognized as an extendedGamepad.
However the valueChangedHandler I assigned is never called.
I tried both in code/preview mode and when starting the app separately via the play button.
Is this not possible in playgrounds or is there something I am missing?
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it seems like I have the option only for iOS apps by "+Capability"
is it able to add GameController support some how for macOS app?
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I tried to connect my xbox controller to my MacBook, even though the controller is registered in bluetooth setting, but it doesn't function at all.
Have anyone met the same problem and if there's a fix for this problem
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Recently i have install freefire game in iphone13 mobile and my software is updated with Ios15.4 version
Issue is when i try to play my game in Ultra graphics mode it start lagging and heating issue i dont know what happen with my mobile it was running smoothly and after update the software version it start lagging. Pixel also breaking while playing the game
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Hi. I've been trying to connect my Playstation controller to my MacBook on the 12.3.1 update since it said it fixed the Bluetooth issue, but it didn't fix anything for me. My controller stays connected for less than 5 seconds and then just disconnects each time. I've tried the safe boot method and it didn't help at all either.
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What's new about iOS device controlling your environment and my personal interest 3d printer.
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We're working on a game for iOS, tvOS, and macOS that includes GameKit/GameCenter integration. On tvOS and iOS, when we bring up the Dashboard to access GameCenter with a Gamepad, the controller continues to function properly in that Dashboard. When we do so on macOS, the controller input continues through to the game and the GameCenter Dashboard needs to be interacted with using a mouse.
We're able to disable the input falling-through to our game but not being able to use the Dashboard with a controller is an inconsistent experience.
Is there a way to fix this? Is this a bug in macOS? All three platforms are using the same exact GKAccessPoint and GKViewController code.
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So I got a xbox series x controller a few month ago from a friend of mine who owned a xbox. I recently decided to use it because I really want to play games. So I connected this thing to my Macbook and I found it wierd as the icon of the connection is the generic bluetooth icon rather than the controller icon. Later I fired up F1 2017, and found the controller completely unusable, and the people in Feral sended a plist to me in order to use it. The first time I installed the plist it worked, but the second and the third time didn't work. So I am very curious about this thing.
Possible problem:
Driver update, because our city is in lockdown I cant do this
My macbook's problem. It is a 2020 M1 Macbook 13in
MacOS, I am running on 12.3.1 stable.
Please help I really need to use my controller to game it is just too painful to not play games in Shanghai now.
Edit: Also, the controller does not automatically reconnect if i closed this thing. I need to delete it in Bluetooth and then reconnect it.
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I can connect my Switch Pro controller but It is totally useless. I can connect it to Steam, but any other app doesn't recognize it properly nor recognize its input keys.
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We have an iOS app in Development with in-app purchases that works fine on iOS devices.
When running the app on Apple Silicon Macs, the app locks the mouse pointer and renders its own (via GCMouse listener events).
When the user selects an in-app item to purchase, the operating system displays the purchase confirmation dialog as expected, however because the pointer is still locked, users are unable to click elements on the dialog or see a pointer. I've tried running setNeedsUpdateOfPrefersPointerLocked and returning false prior to the purchase but the pointer remains locked. Is there a better way to immediately release the lock or ensure the in-app purchase dialog gets the mouse pointer?
Thanks.
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We have a mouseMovedHandler for GCMouse that gets pointer delta updates (when the pointer is locked). This mostly works fine, but on occasion the handler will go through bouts of delayed updates - it will pause for a few seconds before receiving more updates, even though the hardware mouse pointer is being moved.
The rest of the app continues to be responsive (ie, the MTKView still pushes frames and the Metal frame rate is still smooth). It appears that something is blocking or delaying the GCMouseMoved events being sent by the System to the mouseMovedHandler.
Is there a way we can diagnose this specific delay?
Context: IOS App on Apple Silicon M1.
APIs: Metal, AVAudio (OGG), GCMouse, GCKeyboard