

We can do much more with the Gamepad object, including holding a reference to it and querying it to find out which buttons and axes are being pressed at any one time. We can use this in order to determine which gamepad (i.e., its ID) had caused the event, since multiple gamepads might be connected at once. UserInputService:IsGamepadButtonDown() does not work for the broken inputs.As you can see, the gamepad events discussed above include a gamepad property on the event object, which returns a Gamepad object.UserInputService:GetGamepadState() does not work for the broken inputs.These input bugs are seen on USB-connected controllers as well (not just Bluetooth.).These input bugs are seen on Android devices.Notice that the Ke圜ode is Ke圜ode.Unknown, so you can’t distinguish the buttons. Notice that it is UserInputType.Keyboard and not what it should be: UserInputType.Gamepad1 UserInputService.InputEnded event fired w/ UserInputType.Keyboard AND Ke圜ode.Unknown EndĭPadRight: Instead of Enum.Ke圜ode.DPadRight, sends Enum.Ke圜ode.DPadLeft (bound Action)ĭPadUp: Instead of Enum.Ke圜ode.DPadUp, sends Enum.Ke圜ode.DPadDown (bound Action) EndĭPadDown: Instead of UserInputState.Begin, sends. Than the normal Desktop app, even though the UWP app runs on the PC desktop.ĭPadLeft: Instead of UserInputState.Begin, sends. I posted the UWP app bugs here in Mobile Bugs as Mobile and UWP seem more similar to each other Note: In cause that you are thinking if it is caused by my controller, it isn’t beacuse I tested it in both the xbox and the pc clients and it didn’t ran into any problems. I also realised that they are detected as keyboard/mouse beacuse the xbox crosshair (the little dot that appears instead of the regular cursor) changes to the pc cursor. I tested this by just joining an empty baseplate, and pressing down buttons while I was moving, beacuse the character automaticly stops if a different input device is detected, and for testing the issue with custom binded controls, I decided to use deathrun ( ). This problem causes some issues like preventing the player from jumping, forcing the player to use the touchscreen for clicking/selecting any gui button/textbox and the menu buttons, and breaking completely any kind of custom binded functions that use the buttons mentioned earlier (for example: press the Y to open a gui won’t work) This issue is caused beacuse the android version doesn’t recognise the buttons I mentioned earlier as a controller input. Apart of that, View is binded to the android back button due android uses that button for menu navigation porpouses.

When I connect an xbox one controller via bluethoot to my phone, and join any Roblox game, by default the next buttons are detected as a keyboard/mouse button:Ī, X, Y, B, LB, RB, Joystick press down (on both the right and left joysticks) and Menu.
