![]() I thought I fixed it, because gamepad worked all of once, but once I stopped and started my game in editor, the gamepad stopped working again. (see screenshot below) 4 Check (enable - default. (see screenshot below) 3 In the ClickPad Settings tab (name may vary), click/tap on the ClickPad Settings button. ![]() 2 Click/tap on Touchpad on the left side, and click/tap on the Additional settings link under Related settings on the right side. Probably related: I'm getting a bajillion "Callback dispatcher is not initialized" errors when I run my game in-editor, and google has been useless at pointing me in the direction of how to fix those.Įdit: The bajillion errors stopped after I restarted Unity, but I still can't use gamepad in-editor anymore. 1 Open Settings, and click/tap on the Devices icon. It would be a lot more usefull if I could switch workspaces this way. For example four finger swipe right/left shows/hides autohidden panel. Unity reacts with some of these gestures and this works pretty smooth. 3 fingers tap/swipe up, down, left, right and same with 4 fingers. Seems input capability is tied to the overlay, which I can't seem to get working in Unity, meaning I won't be able to debug in Unity with the gamepad? Everybody and their dog online says "Just put your appid in the steam_appid.txt file", but that literally accomplishes nothing for me in editor, and actively un-accomplishes gamepad support with the built executable. I noticed that Linux supports some gestures on my touchpad, eg. Upon adding the Steamworks API and setting up the default "Generic Gamepad" Steam Input on my app page, the only way I can use a gamepad anymore is through the Steam build, or if I build an exe and don't have the steam_appid.txt file in my build folder. I'm having the opposite problem of people above. But once I stop and start the game again in Unity, it stops working again. ![]() The only other thing I've noticed is if I completely close Unity and kill the Steam process (Since my game never properly stops, even after closing Unity), then open both of them, then I can use my gamepad once. This means that the user sees the cursor jumping to a different position, which is generally considered to be bad UX practice. Note that this moves the systems actual mouse cursor, not just Unitys internally-stored mouse position. Kind of a ridiculous workaround, considering how allegedly 'easy' it is to fix for some people. On desktop platforms (Windows, Mac, Linux, and UWP), you can move the mouse cursor via code. Looks like I can regain gamepad control in Unity Editor if I just close Steam while I'm working. Fallback handler could not load library /Users/***/Contents/Frameworks/MonoEmbedRuntime/osx/InControlNativeįallback handler could not load library /Users/***/Contents/Frameworks/MonoEmbedRuntime/osx/libInControlNative.dylibįallback handler could not load library /Users/***/Contents/Frameworks/MonoEmbedRuntime/osx/libInControlNative.soįallback handler could not load library /Users/***/Contents/Frameworks/MonoEmbedRuntime/osx/libInControlNative.bundleįallback handler could not load library /Users/***/Contents/Frameworks/MonoEmbedRuntime/osx/libInControlNative
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