Game Controller

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Support hardware game controllers in your game using Game Controller.

Posts under Game Controller tag

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Gamepad Mapper
Hi, I have tried many Controler Mappers (Enjoyable, GamePad Mapper...) and each of them doesn't automatically activate the mapping (config list) once the Gamepad is switched on (after being off). It has to be activated manually. I need this feature for an exhibition. Does anybody recommand a Mapping App that would do the job? Thanks
0
0
1.4k
Mar ’23
100% Inappropriate Behavior of a App Reviewer
Someone somewhere in Apple Development needs to do something. This just cannot be allowed to continue. This has been reported by many others before me .. but nothing changes. What their Reviewers do borders on Assault which is a Crime. How much longer? The very capable folk such as Quinn are tarnished by working along side some of the Reviewers. I truly feel sorry for Quinn. Submitted my Monster Paddle Pong App that operates on Apple TV and iPad with a Game Controller.  SO the Tester uploads my App to their iPad and starts poking their finger all over the screen .. and NOTHING happens.  Maybe their reading skills aren’t ample because that Game Controller requirement is delineated in sentence #1.  Promotional Text: Monster Paddle Pong is FUN! to play on a iPad + Apple TV with a Extended Game Controller. Match wits with your skill to react quickly. See the Description for more info. Description Text: Monster Paddle Pong is FUN! to play on a iPad or Apple TV with a Game Controller. It mischievously matches wits with your skill to react quickly. It's 100% free, so give it a GO!  Pressing the Right Shoulder Button starts the Game and causes the Dinossaur Ball to start moving .. and unless the Ball is moving the Monster Paddle will not move. As a matter of fact, until this Right Shoulder Button is first pressed, only the Left Shoulder Button works (described below). This makes sense because after all what’s so hard in hitting a stationary target? Right? Use your Game Controller’s A, B, X, Y buttons & the Joysticks to move the Monster Paddle and hit the moving Dinossaur Ball. If you’re successful then your Score in the upper right corner advances. If instead your Monster Paddle hits one of the 4 Walls, your score decreases by 1. All this is graphically depicted in the About Scene which can be accessed by pressing your Controller’s Left Shoulder Button once. BTW, press this Left Shoulder a 2nd time, and you will see my Credits Scene. I don’t want to get too detailed here because a big part of FUN! is the thrill of Discovering. So, feel free to DISCOVER, most notably pressing all the buttons on your Controller to see the MAGIC! each of them makes happen.
9
0
1.9k
Feb ’23
Xbox 360 Controller compatibility issues on M1 macs
Hi, was just wondering if anyone will see this and have a solution to this problem or if apple gets enough criticism on this subject to fixing the problem... I WANT TO PLAY CLONE HERO ON MY M1 IMAC!!!! not to mention I'd like to see some sort of compatibility for older-gen controllers in general, but I literally scour the internet once a month for hours trying to find anyone who is working on drivers for this and it seems that Apples M1 chip has completely ruined that demographic of gaming and coders. Everyone is completely unable to create a driver that creates compatibility for 360 controllers. Apple, I really expect an answer as I've been an avid user my whole life, and everything I use is apple. I'm a designer, and I really enjoy your tech but honestly, this is becoming very exhausting as you are not very welcoming to gaming capabilities, and customization like other PCs are. Other PCs allow complete control and change to almost every aspect of them. I can't even play guitar hero or other games from 2000. Not very advanced if you can't even run simple games from much simpler processors. This along with other similar issues, I genuinely regret spending so much money on a computer that can't even run anything I bought it for besides the general run-of-the-mill apps that are on their app store.
1
0
3.1k
Jan ’23
fix the errors in my code
import UIKit import AVFoundation class ViewController: UIViewController { @IBOutlet weak var player: UIImageView! @IBOutlet weak var enemy: UIImageView! @IBOutlet weak var scoreLabel: UILabel! @IBOutlet weak var gameOverLabel: UILabel! @IBOutlet weak var levelLabel: UILabel! @IBOutlet weak var powerUp: UIImageView! @IBOutlet weak var powerUpLabel: UILabel! var score = 0 var gameOver = false var level = 1 var powerUpActive = false var powerUpTime = 0 var backgroundMusic: AVAudioPlayer! var enemyDeathSound: AVAudioPlayer! var powerUpSound: AVAudioPlayer! override func viewDidLoad() { super.viewDidLoad() // Add swipe gestures let leftSwipe = UISwipeGestureRecognizer(target: self, action: #selector(swipeLeft)) leftSwipe.direction = .left view.addGestureRecognizer(leftSwipe) let rightSwipe = UISwipeGestureRecognizer(target: self, action: #selector(swipeRight)) rightSwipe.direction = .right view.addGestureRecognizer(rightSwipe) // Load sound effects loadSounds() // Start the enemy moving moveEnemy() // Start the game loop Timer.scheduledTimer(timeInterval: 0.01, target: self, selector: #selector(gameLoop), userInfo: nil, repeats: true) } func loadSounds() { let backgroundMusicPath = Bundle.main.path(forResource: "background", ofType: "mp3") let backgroundMusicUrl = URL(fileURLWithPath: backgroundMusicPath!) do { backgroundMusic = try AVAudioPlayer(contentsOf: backgroundMusicUrl) backgroundMusic.numberOfLoops = -1 backgroundMusic.prepareToPlay() backgroundMusic.play() } catch { print("Error loading background music") } let enemyDeathSoundPath = Bundle.main.path(forResource: "enemyDeath", ofType: "wav") let enemyDeathSoundUrl = URL(fileURLWithPath: enemyDeathSoundPath!) do { enemyDeathSound = try AVAudioPlayer(contentsOf: enemyDeathSoundUrl) enemyDeathSound.prepareToPlay() } catch { print("Error loading enemy death sound") } let powerUpSoundPath = Bundle.main.path(forResource: "powerUp", ofType: "wav") let powerUpSoundUrl = URL(fileURLWith
0
0
1k
Jan ’23
Apple Arcade - validate login with gamePlayerID
Hi! We are currently developing a game with online capabilities for Apple Arcade and received the following guidelines: Required: If you must authenticate the local player on a third-party server, use fetchItemsForIdentityVerificationSignature using gamePlayerID (note: documentation for this API references teamPlayerID not gamePlayerID). It's true that the documentation for fetchItemsForIdentityVerificationSignature only references teamPlayerID, but it's not clear how to use gamePlayerID in this context. We tried simply swapping teamPlayerID for gamePlayerID when generating a signature, but it didn't work (expectedly, given that the two IDs are different). What are the steps involved to make the authentication compliant? Thanks in advance!
1
1
1.4k
Jan ’23
Locked mouse pointer and in-app purchases
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.
1
0
2.1k
Nov ’22
Controller con cavo non funziona
Il mio gamepad con cavo usb non funziona più. Ha sempre funzionato su Steam, ma ora non viene più rilevato come controller. Non viene rilevato come controller nemmeno su giochi scaricati dall'apple store. Ho provato diversi gamepad e il problema è sempre lo stesso. Se vado su "informazioni di sistema" viene rilevata come periferica usb. Se faccio il test su https://gamepad-tester.com/ funziona tutto correttamente, ma continua a non essere rilevato come controller dai giochi. Come posso sistemare il problema? Fino ad un mese fa funzionava tutto perfettamente. Attualmente ho macos Monterey 12.6.1 Grazie
1
0
1.2k
Nov ’22
Controller not working in macOS 13.0
Hello, After upgrading to macOS 13.0, the OS no longer responds to input from my DualSense controller. It used to work just fine before the upgrade. The controller does get detected by the OS and can be seen as connected in the controller settings pane. Clicking on the Identify button in the Game controllers settings pane does make the controller to vibrate. But it seems the OS either is not receiving input from the controller, or is not responding to them. Can you please confirm if this is a bug ? Is there anything I can do to get the controller working again ? Thank you so much
9
0
2.9k
Nov ’22
Xbox One Wireless Controller reported as GCMicroGamepad on Catalina
I'm using an Xbox Wireless Controller Model 1708 (listed as a supported device here) on a Late 2012 iMac running Catalina 10.15.7. The controller connects to the system just fine, but I can't interface with it using the Game Controller framework. At boot, I query the list of connected controllers and it's always empty--even if I've already connected my controller to the iMac. I can register for the controller connect/disconnect notifications, and they appear to be working. I receive a connect notification for my Xbox controller shortly after booting (not sure why there's a delay...). The problem is that the GCController object for my Xbox controller returns NIL when I query its extended gamepad profile. How can I query button states if I can't access the extended profile? I can access the deprecated GCGamepad profile as well as the micro gamepad profile, but neither give me access to the full controller's button state. I've tried searching for help and I noticed an unanswered question with the same problem here. How are you all supporting Xbox controllers in your apps? Is it unsupported in Catalina? Cheers! :)
0
0
1.4k
Oct ’22
GamePad response slowly in iPadOS app running on M1 Mac
I connected the native PS4/Xbox joystick to my M1 MacBook to test my iPad Game, choose "My Mac (Designed for iPad)" and run it via xcode/ archive and install it as an mac app. But the joystick buttons response very slowly and have large delay (detect input via GCController.extendedGamepad.valueChangedHanlder). The same code runs property if I build the app to iPad and connect the same joystick. My app CPU Percentage Used is over 100%, is it relative to this question?
2
0
1.4k
Oct ’22
Controller not working for some steam's games in macOS 12.6
I'm using MacBook Pro (14-inch, 2021) paired over bluetooth with Xbox Wireless Controller (STANDARD GAMEPAD Vendor: 045e Product: 02e0) according to result tested on https://gamepad-tester.com/ which works fine. Steam Big picture mode works fine. I test the following games with and without steam input support. Steam's Hollow Knight Steam's Overcooked 2 the controller doesn't work in game at all but it able to navigate and works fine with the steam overlay in-game. Does anybody have this issue? is there any workaround?
1
0
1.7k
Oct ’22
GameController not work properly on M1 Macbook (GCKeyboard and GCMouse handler not work when running iOS app on M1-Mac directly).
Hello everyone, I am debugging an iPadOS/iOS app on XCode and want to run it on Mac directly (choose "My Mac (Designed for iPad)"). Everything is all right except for the input. When I press any key on my MacBook's keyboard or the mouse button on my connected mouse, I never accept any callback events (no print and no breakpoint worked in the handler callback block) via the GCMouse.current.mouseMovedHandler and GCKeyboard.coalesedKeyboard.keyboardInput.valueChangeHandler, while they seem to be registered successfully. (The same code works if I build and run an app on iPad connected with bluetooth keyboard and mouse.) GCKeyboard.coalesedKeyboard and GCMouse.current are not nil, and I can accept GCkeyboardDidConnectNotification and GCMouseDidConnectNotification events. But if I connect multi keyboards, I receive connect notification only once. And printf("%d", (int)keyboardInput.anyKeyPressed) in my Update Function is always "0"(false). However, the callback in UIKit - (void)pressesBegan:(NSSet<UIPress *> *)presses withEvent:(UIPressesEvent *)event works. Is GameController not support MacBook's native keyboard and mouse input? System Version: macOS Monterey 12.6 Device: MacBookPro(13-inch, M1, 2020) XCode Version: 13.3.1 (Besides, when I connect the xbox/ps4 joystick, the GCController input handler work but will have very long delay. It's another question.)
0
0
1.1k
Sep ’22
Xcode 14.1 beta won't build when the GameController module is imported
Hey, there's an issue in the latest Xcode 14.1 beta (14B5024h) where importing the GameController module causes the build to fail. It produces the following error: Failed to build module 'GameController' for importation due to the errors above; the textual interface may be broken by project issues or a compiler bug Steps to reproduce Create new Xcode app project Add the line import GameController to the top of the file It can't build and fails with the above error. I've also filed a bug report with Apple (FB11538209). Please fix this issue!
10
7
3.9k
Sep ’22
Log in screen
Can you tell me if the following within the policy of Apple: We are an educational gaming company and we want to create a Games login screen that has a (login) button and (register) button.Register button will be used to redirect the user to our website for registration and purchases subscriptions and game assets. The login button will be used to login then retrieves data from our servers related to the child account to reflect his/her performance on games since we are educational game, and purchased items and/or levels. The login will also pass the token for communicating progress in the game. Has any one done this design before or advise on it. Thank you
0
0
903
Sep ’22
tvOS 15 DualSense is minimizing app on PS button long press
I previously posted this problem in regards of a similar problem on iPads https://developer.apple.com/forums/thread/711905 on iPads the problem can be solved by using controller.physicalInputProfile.buttons[GCInputButtonHome].preferredSystemGestureState = GCSystemGestureStateDisabled; However this doesn't work on tvOS. A short press on the PS button is opening up some kind of menu (look at the attached screenshot) and a long press is causing the app to get minimized. Can this be avoided somehow? This is actually a very annoying problem for users when the PS button doesn't work correctly and causing the app to get minimized.
2
0
1.6k
Sep ’22
Connect controller from game (without settings.app)
I'm trying to understand the startWirelessControllerDiscovery method from GCController. I'm able to pair a Playstation controller in Settings.app > Bluetooth. It works perfectly in my game afterward. But I'm also trying to let the user perform the pairing directly from the game. The controller is unknown to the device at this point. I'm executing startWirelessControllerDiscovery in the code but nothing happens. The controller is in "pairing mode" but isn't connecting/pairing. My expectation would be that the controller connects to the device in the same way as manually selecting it from settings. If startWirelessControllerDiscovery isn't supporting this scenario then what is the intended purpose?
1
0
833
Aug ’22
Gamepad Mapper
Hi, I have tried many Controler Mappers (Enjoyable, GamePad Mapper...) and each of them doesn't automatically activate the mapping (config list) once the Gamepad is switched on (after being off). It has to be activated manually. I need this feature for an exhibition. Does anybody recommand a Mapping App that would do the job? Thanks
Replies
0
Boosts
0
Views
1.4k
Activity
Mar ’23
100% Inappropriate Behavior of a App Reviewer
Someone somewhere in Apple Development needs to do something. This just cannot be allowed to continue. This has been reported by many others before me .. but nothing changes. What their Reviewers do borders on Assault which is a Crime. How much longer? The very capable folk such as Quinn are tarnished by working along side some of the Reviewers. I truly feel sorry for Quinn. Submitted my Monster Paddle Pong App that operates on Apple TV and iPad with a Game Controller.  SO the Tester uploads my App to their iPad and starts poking their finger all over the screen .. and NOTHING happens.  Maybe their reading skills aren’t ample because that Game Controller requirement is delineated in sentence #1.  Promotional Text: Monster Paddle Pong is FUN! to play on a iPad + Apple TV with a Extended Game Controller. Match wits with your skill to react quickly. See the Description for more info. Description Text: Monster Paddle Pong is FUN! to play on a iPad or Apple TV with a Game Controller. It mischievously matches wits with your skill to react quickly. It's 100% free, so give it a GO!  Pressing the Right Shoulder Button starts the Game and causes the Dinossaur Ball to start moving .. and unless the Ball is moving the Monster Paddle will not move. As a matter of fact, until this Right Shoulder Button is first pressed, only the Left Shoulder Button works (described below). This makes sense because after all what’s so hard in hitting a stationary target? Right? Use your Game Controller’s A, B, X, Y buttons & the Joysticks to move the Monster Paddle and hit the moving Dinossaur Ball. If you’re successful then your Score in the upper right corner advances. If instead your Monster Paddle hits one of the 4 Walls, your score decreases by 1. All this is graphically depicted in the About Scene which can be accessed by pressing your Controller’s Left Shoulder Button once. BTW, press this Left Shoulder a 2nd time, and you will see my Credits Scene. I don’t want to get too detailed here because a big part of FUN! is the thrill of Discovering. So, feel free to DISCOVER, most notably pressing all the buttons on your Controller to see the MAGIC! each of them makes happen.
Replies
9
Boosts
0
Views
1.9k
Activity
Feb ’23
Xbox 360 Controller compatibility issues on M1 macs
Hi, was just wondering if anyone will see this and have a solution to this problem or if apple gets enough criticism on this subject to fixing the problem... I WANT TO PLAY CLONE HERO ON MY M1 IMAC!!!! not to mention I'd like to see some sort of compatibility for older-gen controllers in general, but I literally scour the internet once a month for hours trying to find anyone who is working on drivers for this and it seems that Apples M1 chip has completely ruined that demographic of gaming and coders. Everyone is completely unable to create a driver that creates compatibility for 360 controllers. Apple, I really expect an answer as I've been an avid user my whole life, and everything I use is apple. I'm a designer, and I really enjoy your tech but honestly, this is becoming very exhausting as you are not very welcoming to gaming capabilities, and customization like other PCs are. Other PCs allow complete control and change to almost every aspect of them. I can't even play guitar hero or other games from 2000. Not very advanced if you can't even run simple games from much simpler processors. This along with other similar issues, I genuinely regret spending so much money on a computer that can't even run anything I bought it for besides the general run-of-the-mill apps that are on their app store.
Replies
1
Boosts
0
Views
3.1k
Activity
Jan ’23
fix the errors in my code
import UIKit import AVFoundation class ViewController: UIViewController { @IBOutlet weak var player: UIImageView! @IBOutlet weak var enemy: UIImageView! @IBOutlet weak var scoreLabel: UILabel! @IBOutlet weak var gameOverLabel: UILabel! @IBOutlet weak var levelLabel: UILabel! @IBOutlet weak var powerUp: UIImageView! @IBOutlet weak var powerUpLabel: UILabel! var score = 0 var gameOver = false var level = 1 var powerUpActive = false var powerUpTime = 0 var backgroundMusic: AVAudioPlayer! var enemyDeathSound: AVAudioPlayer! var powerUpSound: AVAudioPlayer! override func viewDidLoad() { super.viewDidLoad() // Add swipe gestures let leftSwipe = UISwipeGestureRecognizer(target: self, action: #selector(swipeLeft)) leftSwipe.direction = .left view.addGestureRecognizer(leftSwipe) let rightSwipe = UISwipeGestureRecognizer(target: self, action: #selector(swipeRight)) rightSwipe.direction = .right view.addGestureRecognizer(rightSwipe) // Load sound effects loadSounds() // Start the enemy moving moveEnemy() // Start the game loop Timer.scheduledTimer(timeInterval: 0.01, target: self, selector: #selector(gameLoop), userInfo: nil, repeats: true) } func loadSounds() { let backgroundMusicPath = Bundle.main.path(forResource: "background", ofType: "mp3") let backgroundMusicUrl = URL(fileURLWithPath: backgroundMusicPath!) do { backgroundMusic = try AVAudioPlayer(contentsOf: backgroundMusicUrl) backgroundMusic.numberOfLoops = -1 backgroundMusic.prepareToPlay() backgroundMusic.play() } catch { print("Error loading background music") } let enemyDeathSoundPath = Bundle.main.path(forResource: "enemyDeath", ofType: "wav") let enemyDeathSoundUrl = URL(fileURLWithPath: enemyDeathSoundPath!) do { enemyDeathSound = try AVAudioPlayer(contentsOf: enemyDeathSoundUrl) enemyDeathSound.prepareToPlay() } catch { print("Error loading enemy death sound") } let powerUpSoundPath = Bundle.main.path(forResource: "powerUp", ofType: "wav") let powerUpSoundUrl = URL(fileURLWith
Replies
0
Boosts
0
Views
1k
Activity
Jan ’23
Apple Arcade - validate login with gamePlayerID
Hi! We are currently developing a game with online capabilities for Apple Arcade and received the following guidelines: Required: If you must authenticate the local player on a third-party server, use fetchItemsForIdentityVerificationSignature using gamePlayerID (note: documentation for this API references teamPlayerID not gamePlayerID). It's true that the documentation for fetchItemsForIdentityVerificationSignature only references teamPlayerID, but it's not clear how to use gamePlayerID in this context. We tried simply swapping teamPlayerID for gamePlayerID when generating a signature, but it didn't work (expectedly, given that the two IDs are different). What are the steps involved to make the authentication compliant? Thanks in advance!
Replies
1
Boosts
1
Views
1.4k
Activity
Jan ’23
Locked mouse pointer and in-app purchases
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.
Replies
1
Boosts
0
Views
2.1k
Activity
Nov ’22
Controller con cavo non funziona
Il mio gamepad con cavo usb non funziona più. Ha sempre funzionato su Steam, ma ora non viene più rilevato come controller. Non viene rilevato come controller nemmeno su giochi scaricati dall'apple store. Ho provato diversi gamepad e il problema è sempre lo stesso. Se vado su "informazioni di sistema" viene rilevata come periferica usb. Se faccio il test su https://gamepad-tester.com/ funziona tutto correttamente, ma continua a non essere rilevato come controller dai giochi. Come posso sistemare il problema? Fino ad un mese fa funzionava tutto perfettamente. Attualmente ho macos Monterey 12.6.1 Grazie
Replies
1
Boosts
0
Views
1.2k
Activity
Nov ’22
Controller not working in macOS 13.0
Hello, After upgrading to macOS 13.0, the OS no longer responds to input from my DualSense controller. It used to work just fine before the upgrade. The controller does get detected by the OS and can be seen as connected in the controller settings pane. Clicking on the Identify button in the Game controllers settings pane does make the controller to vibrate. But it seems the OS either is not receiving input from the controller, or is not responding to them. Can you please confirm if this is a bug ? Is there anything I can do to get the controller working again ? Thank you so much
Replies
9
Boosts
0
Views
2.9k
Activity
Nov ’22
Xbox One Wireless Controller reported as GCMicroGamepad on Catalina
I'm using an Xbox Wireless Controller Model 1708 (listed as a supported device here) on a Late 2012 iMac running Catalina 10.15.7. The controller connects to the system just fine, but I can't interface with it using the Game Controller framework. At boot, I query the list of connected controllers and it's always empty--even if I've already connected my controller to the iMac. I can register for the controller connect/disconnect notifications, and they appear to be working. I receive a connect notification for my Xbox controller shortly after booting (not sure why there's a delay...). The problem is that the GCController object for my Xbox controller returns NIL when I query its extended gamepad profile. How can I query button states if I can't access the extended profile? I can access the deprecated GCGamepad profile as well as the micro gamepad profile, but neither give me access to the full controller's button state. I've tried searching for help and I noticed an unanswered question with the same problem here. How are you all supporting Xbox controllers in your apps? Is it unsupported in Catalina? Cheers! :)
Replies
0
Boosts
0
Views
1.4k
Activity
Oct ’22
GamePad response slowly in iPadOS app running on M1 Mac
I connected the native PS4/Xbox joystick to my M1 MacBook to test my iPad Game, choose "My Mac (Designed for iPad)" and run it via xcode/ archive and install it as an mac app. But the joystick buttons response very slowly and have large delay (detect input via GCController.extendedGamepad.valueChangedHanlder). The same code runs property if I build the app to iPad and connect the same joystick. My app CPU Percentage Used is over 100%, is it relative to this question?
Replies
2
Boosts
0
Views
1.4k
Activity
Oct ’22
Controller not working for some steam's games in macOS 12.6
I'm using MacBook Pro (14-inch, 2021) paired over bluetooth with Xbox Wireless Controller (STANDARD GAMEPAD Vendor: 045e Product: 02e0) according to result tested on https://gamepad-tester.com/ which works fine. Steam Big picture mode works fine. I test the following games with and without steam input support. Steam's Hollow Knight Steam's Overcooked 2 the controller doesn't work in game at all but it able to navigate and works fine with the steam overlay in-game. Does anybody have this issue? is there any workaround?
Replies
1
Boosts
0
Views
1.7k
Activity
Oct ’22
GameController not work properly on M1 Macbook (GCKeyboard and GCMouse handler not work when running iOS app on M1-Mac directly).
Hello everyone, I am debugging an iPadOS/iOS app on XCode and want to run it on Mac directly (choose "My Mac (Designed for iPad)"). Everything is all right except for the input. When I press any key on my MacBook's keyboard or the mouse button on my connected mouse, I never accept any callback events (no print and no breakpoint worked in the handler callback block) via the GCMouse.current.mouseMovedHandler and GCKeyboard.coalesedKeyboard.keyboardInput.valueChangeHandler, while they seem to be registered successfully. (The same code works if I build and run an app on iPad connected with bluetooth keyboard and mouse.) GCKeyboard.coalesedKeyboard and GCMouse.current are not nil, and I can accept GCkeyboardDidConnectNotification and GCMouseDidConnectNotification events. But if I connect multi keyboards, I receive connect notification only once. And printf("%d", (int)keyboardInput.anyKeyPressed) in my Update Function is always "0"(false). However, the callback in UIKit - (void)pressesBegan:(NSSet<UIPress *> *)presses withEvent:(UIPressesEvent *)event works. Is GameController not support MacBook's native keyboard and mouse input? System Version: macOS Monterey 12.6 Device: MacBookPro(13-inch, M1, 2020) XCode Version: 13.3.1 (Besides, when I connect the xbox/ps4 joystick, the GCController input handler work but will have very long delay. It's another question.)
Replies
0
Boosts
0
Views
1.1k
Activity
Sep ’22
Xcode 14.1 beta won't build when the GameController module is imported
Hey, there's an issue in the latest Xcode 14.1 beta (14B5024h) where importing the GameController module causes the build to fail. It produces the following error: Failed to build module 'GameController' for importation due to the errors above; the textual interface may be broken by project issues or a compiler bug Steps to reproduce Create new Xcode app project Add the line import GameController to the top of the file It can't build and fails with the above error. I've also filed a bug report with Apple (FB11538209). Please fix this issue!
Replies
10
Boosts
7
Views
3.9k
Activity
Sep ’22
Log in screen
Can you tell me if the following within the policy of Apple: We are an educational gaming company and we want to create a Games login screen that has a (login) button and (register) button.Register button will be used to redirect the user to our website for registration and purchases subscriptions and game assets. The login button will be used to login then retrieves data from our servers related to the child account to reflect his/her performance on games since we are educational game, and purchased items and/or levels. The login will also pass the token for communicating progress in the game. Has any one done this design before or advise on it. Thank you
Replies
0
Boosts
0
Views
903
Activity
Sep ’22
tvOS 15 DualSense is minimizing app on PS button long press
I previously posted this problem in regards of a similar problem on iPads https://developer.apple.com/forums/thread/711905 on iPads the problem can be solved by using controller.physicalInputProfile.buttons[GCInputButtonHome].preferredSystemGestureState = GCSystemGestureStateDisabled; However this doesn't work on tvOS. A short press on the PS button is opening up some kind of menu (look at the attached screenshot) and a long press is causing the app to get minimized. Can this be avoided somehow? This is actually a very annoying problem for users when the PS button doesn't work correctly and causing the app to get minimized.
Replies
2
Boosts
0
Views
1.6k
Activity
Sep ’22
Connect controller from game (without settings.app)
I'm trying to understand the startWirelessControllerDiscovery method from GCController. I'm able to pair a Playstation controller in Settings.app > Bluetooth. It works perfectly in my game afterward. But I'm also trying to let the user perform the pairing directly from the game. The controller is unknown to the device at this point. I'm executing startWirelessControllerDiscovery in the code but nothing happens. The controller is in "pairing mode" but isn't connecting/pairing. My expectation would be that the controller connects to the device in the same way as manually selecting it from settings. If startWirelessControllerDiscovery isn't supporting this scenario then what is the intended purpose?
Replies
1
Boosts
0
Views
833
Activity
Aug ’22