

- #Xinput test not working how to
- #Xinput test not working software
- #Xinput test not working code
- #Xinput test not working Ps4
The xinputuap.lib is just an adapter that emulates the XInput API using the API-XInput was supported for Windows 8 Store apps. Method 2: X-Arcade Xinput(Recommended Software Emulation Solution, huge thanks to Mike Wyatt) Some games now require an Xinput controller (such as Xbox 360 or Xbox One) to work, and Xinput will work with most DirectInput games as well. Note that XInput isn't actually supported for an UWP application. When enumerating your DirectInput devices, all DirectInput devices will enumerate correctly. Controllers which claim to be Xbox 360 or Xbox One compatible should work. If you want your game to support legacy DirectInput devices, you may use DirectInput and XInput side by side. Not too big a deal, but still, a solution would be nice. By supporting XInput only, your game will not work with legacy DirectInput devices.
#Xinput test not working code
So this is now a much more minor problem than I had originally thought, hopefully my code will still work, but it is going to be quite inconvenient coding without the intellisense for anything that uses the namespace. 360 controller input IS working with the plugin. However, upon testing, the code DOES in fact work. The test project and scene that comes with XInputDotNet doesn't give me this error and seems to work fine.ĮDIT: Actually the test project and scene now IS giving me the same error. I get no errors in the actual inspector, but in visual studio I get the standard "The type or namespace name 'XInputDotNetPure' could not be found (are you missing a using directive or an assembly reference?)" error. I've tried closing and re opening unity and visual studio didn't help. I followed the instructions under the Using With Unity section (three attempts), including the special instructions for the free version (which is what I have), yet visual studio still can't find the namespace: using XInputDotnetPure When I use xev (and the keys are functional) I have this output. key 123 -> VolumeUp key 122 -> VolumeDown key 121 -> Mute. This is also useful for debugging broken controllers, experimental hardware, and more. On my computer I can find the header in C:Program Files (x86)Windows Kits.

#Xinput test not working how to

But when I go to 'XInputChecker' in the Settings, it's 'Not Connected'. I can get the gyro going, get the rumble to work, and everything.
#Xinput test not working Ps4
Next you probably want to check if Qt actually is seeing those events, for that there's a few ready to use demos in the qtdeclarative source code, so I would qml qt5/qtdeclarative_58/examples/quick/touchinteraction/multipointtouch/multiflame.qmlĪnd after putting my five fingers on the screen I would see DS4W detects my controller, but XInput is 'not connected' I've been trying to get XInput to function with my PS4 controller. ↳ ThinkPad Extra Buttons id=15 Īnd if the output contains RawTouchBegin and RawTouchEnd events, it means that the screen is correctly sending touch events :) Thanks to Shawn of Qt fame for having helped me the two times and explained me how to test if my screen is sending touch events, I'm writing this blog so i don't forget and ask him a third time :Dįirst step is figuring out the xinput id of the touch screen of my xinput list I've had this problem twice in the last year, I'm testing something related to touch in my laptop and I'm stuck trying to figure out if it's my code that is wrong or if my screen is misconfigured and it's only sending mouse events.
