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Description
Gamepads are detected properly when creating a local game project (both debug and release), but they are not detected when the project is deployed.
I have created a simple project that reproduces the problem:
For convenience, the only difference between this project and a brand new BlazorGL project is the code to read the gamepad and output it to the console. Here's the entire Game class:
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
namespace XboxGamepadTest;
public class XboxGamepadTestGame : Game
{
GraphicsDeviceManager graphics;
public XboxGamepadTestGame()
{
graphics = new GraphicsDeviceManager(this);
}
DateTime lastCheck;
protected override void Update(GameTime gameTime)
{
GamePadState gamePadState = GamePad.GetState(PlayerIndex.One);
if (DateTime.Now - lastCheck > TimeSpan.FromSeconds(1))
{
System.Console.WriteLine($"Is Connected:{gamePadState.IsConnected} Is A Down:{gamePadState.IsButtonDown(Buttons.A)}");
lastCheck = DateTime.Now;
}
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
base.Draw(gameTime);
}
}If I run this locally, I can view the console in the browser to see that the gamepad does get connected once I press the A button (it does not connect until input is registered).
I have uploaded the project here:
https://files.flatredball.com/WebProjects/GamepadTest/wwwroot/
Unfortunately if I run this, the gamepad is never connected, nor is input detected even if I press buttons on the gamepad.
This problem reproduces on both Chrome and Firefox, but mysteriously enough it works fine in Edge.
What could I be doing wrong on Firefox and Chrome?
What version of KNI does the bug occur on:
- KNI 3.13.9001.1
What operating system are you using:
- Windows11
What KNI platform are you using:
- BlazorGL


