Post not yet marked as solved
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
Now I am using iOS 16 beta 6, I can get buttonA/buttonB is pressed event. but cannot get accelerator motion data info.
//work
buttonA?.valueChangedHandler = {(_ button: GCControllerButtonInput, _ value: Float, _ pressed: Bool) -> Void in
print(">>> ButtonA tapped")
}
//work
buttonB?.valueChangedHandler = {(_ button: GCControllerButtonInput, _ value: Float, _ pressed: Bool) -> Void in
print(">>> ButtonB tapped")
}
// this is not works
gameController.motion?.valueChangedHandler = { (motion: GCMotion)->() in
print(">>>> motion data \(motion.acceleration.x) \(motion.acceleration.y) \(motion.acceleration.z)")
if let delegate = self.motionDelegate {
delegate.motionUpdate(motion: motion)
}
}
Is there any plan to support this?
Specifically the Nimbus+ ... but I tried for a few days a PlayStation Dual Sense ... and the identical problem with just Mac OS Ventura 13.3.
One more thing, ZERO problems with my iPhone and your Apple TV. So, the following problem is ONLY with Ventura 13.3 (NOT 13.2 and earlier - just 13.3).
Here's the problem .. the Nimbus+ will not stay connected and after about 15 seconds disconnects by itself.
The above PlayStation Dual Sense sticks around for about 60 seconds and then disconnects by itself.
For the record, I have several times chatted with Nimbus Tech Support. Total Failure, sorry to say.
Some chatter out there in Google Land said that the blinking lights on my Nimbus+ show (to him) that the chargeable batteries are "bricked" and need to be reset. If true, then why does my Nimbus+ work great with my iPhone and Apple TV? Just asking ...
I'm a computer programmer but I am not a hardware person who can take apart the Nimbus and hit its reset button.
There you have it ... any help at all will be appreciated.
JL
Post not yet marked as solved
Hey there I have been trying to temporarily implement t GCVirtualController for a game I am working on but having trouble when it comes to portrait mode. Right now I have a D-Pad with 2 side buttons on the left side and then a 4 button pad on the right side when in landscape. However when I switch to portrait mode, only the buttons on the right side are visible. I was wondering if it is possible to show both sides when in portrait mode if anyone could help! Thank you
Post not yet marked as solved
how to use android app in m1 chips?!!!!!
Post not yet marked as solved
ive been on 2 apps where i have game center on them but it says there is no accountwithy game center being connected
Post not yet marked as solved
hey if i wanted to create an app that takes screenshots from an apple device (and any app within) to give context to an ai so the ai can then respond. Then the app parses the response then executes commands on behalf of the ai/user,
how would I do so with the rule that "screenshots/captures are not allowed within other apps"? Want to stay within bounds of the rules in place.
Possibilities: Ai assistant, Ai pals, passive automation
Post not yet marked as solved
I got a new MacBook pro a month ago (M2) and today is my first time pairing it with my PS4 controller. The pairing is successful, but my Macbook starts recognising my controller as my mouse. e.g. I can't choose anything with "X" in-game because it just keeps opening random apps on my laptop. I tried to turn off the configurations on Steam but it's still the same. How do I use my controller configurations in-game only and refrain my laptop from picking up actions?
I used my controller for gaming with my old Macbook, and I never had any issues, the controller could only be used in games and Steam only.
Post not yet marked as solved
I have noticed that external keyboards connected to an Apple computer support the simultaneous pressing of 'Tab + W + Space' keys, but the in-built Apple keyboard does not. When I press the 'Tab + W' keys and then press the Space bar, the Apple computer only receives the 'Tab + W' events but not the Space event. Other combinations, such as 'Tab + A + Space', work normally. Can you please explain why this is the case and provide any solutions or advice? Thank you
Post not yet marked as solved
Is it possible to connect my old nvidia shield controller to steam games?
Post not yet marked as solved
Hello,
I want to connect my mouse to my iPad pro m2 and play PUBG mobile, but I cannot lock the mouse to the screen so I can use the mouse to turn my character and play the game. I was wondering how I could do that. I also watched a video on GCControler and GCmouse but I don't understand how to code that information into my iPad.
Post not yet marked as solved
Hello! I have a DJI MAVIC 3 drone and recently I got a stimulator to practice my flying skills but I have a problem, even tho my Mac Book recognizes the controller, I still can't use it to practice, it just shows like there is no controller connected. The stimulator I am using is Uncrashed FPV Drone, but I also tried to test it on DJI Assistance 2, can someone help me fix this issue please.
Post not yet marked as solved
I'm working on an Immersive game that requires Controller input. The Happy Beam sample is supposed to support hand tracking and controller input.
I have tested the controller input with a PS5 Dual Sense controller and all I can do is move around the scene while the game plays. But cannot interact with anything in the scene.
Can anyone confirm this and or suggest how I can use a controller in an immersive space?
I cannot find a single working example.
Post not yet marked as solved
Hey all. I took a look at a video that caught my attention(https://developer.apple.com/videos/play/wwdc2021/10081) and wish to use this for my ios and iPad game. However, the language used here is swift, and want to use either objective-c or c++. Did anyone here used this method shown is this video but without swift?
Post not yet marked as solved
I got a bluetooth controller that I wanted to use on my macbook air, but when I try to use my controller nothing happens. Any help?
Post not yet marked as solved
When I am setting up a profile on my PS5 controller to remap the buttons to play Roblox, but it doesn't change anything or worse it makes it malfunction.
Post not yet marked as solved
While my GPTK setup works fine with games like Rocket League, any Unity made game will freeze when a joystick input is given.
I've tested this with 'Zeepkist' and 'Engine Evolution 2021', both have full steam controller support enabled.
If I run the GPTK game in foreground, right after moving the joystick, this error is logged:
0bac:fixme:rawinput:rawinput_from_hardware_message Unhandled rawinput type 0x100
This only happens when Steam is running. For example, running the 'Zeepkist' .exe manually while Steam is NOT RUNNING, the controller works fine!
Most of the time this results in a crash throwing:
0bbc:fixme:dbghelp:SymLoadModuleExW Unsupported Flags 00000005 for (null)
0bbc:fixme:dbghelp:SymLoadModuleExW Unsupported Flags 00000005 for (null)
0bbc:fixme:dbghelp:SymRegisterFunctionEntryCallback64 (0000000000000084 0000000140036E50 2508e0): stub!
wine: Unhandled page fault on read access to 0000001BFFFFFFE4 at address 000000006E73B991 (thread 0bac), starting debugger...
0bbc:fixme:file:CancelSynchronousIo (000000000000007C): stub
0810:fixme:imm:ImeSetActiveContext (0x36ed10, 1): stub
0810:fixme:imm:ImmReleaseContext (000000000009020A, 000000000036ED10): stub
I would love to play Unity games using GPTK.
Please suggest any tips/tricks to resolve this issue.
Post not yet marked as solved
Hi,
I was working on implementation of game controller input to my game. I've connected my Xbox controller and tried to do a test and it is working in an macOS application.
I wanted to port it to my visionOS app but the app can't seem to recognize my gamepad inputs. But visionOS simulator can recognize because it is changing camera by gamepad input.
According to documentation GCController functions supports visionOS. Do the apps directly supports GC input? Or do I make mistake in my code?
Thanks
Post not yet marked as solved
Dear support
We are developing a Bluetooth Low Energy HID Gamepad and are having issues connecting it to iOS devices (iPhone).
Pairing is always successful.
The issue is related to the PnP ID used.
If we use a PnP ID for a gamepad currently on the market - like a Google Stadia - there is no issue.
The Gamepad connects (pairs) with the iPhone and is recognised in the iPhone "settings->general->game controller"
Also if a "Game Controller Tester" APP is installed on the iPhone this works ok.
If we use our own PnP the Gamepad connects (pairs) but iPhone does not recognise it in "settings->general->game controller" .
Also the "Game Controller Tester" APP does not work.
The question is :-
Is there something we need to do with our own PnP for it to be recognised by iOS devices.
For info - on Android and Windows our PnP is recognised ok - we can control a Game Controller APP with it.
The issue is only with Apple iOS devices.
Any help would be welcome.
Thanks
JESP