xbox controller not working on webview2 export latest build

Not favoritedFavorited Favorited 1 favourites
From the Asset Store
Small pixel icons for the 3 most popular controller types.
  • Hi all, I'm just wondering if it's something I've done or whether it's the latest build of construct.

    I've exported to webview2 and now the controller doesn't work. I have an older build from before the update and that works. The preview in Construct also works.

    Can someone check theirs?

    Thanks

    Alex

  • A quick tests seems to reproduce this. I have a cheap knock-off Xbox controller. Just exported to webview2 and it doesn't work. I have an export from 14th October that works fine. Also works in the preview.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Thanks for confirming it's not just me!

    Ashley could you check this out? cheers

  • I'm afraid it's a bug in WebView2. We can work around it, but the workaround would break the Steam in-game overlay, which is important to commercial titles on Steam. So for now we're hoping that Microsoft fix it soon.

    You can work around it for an individual export if you don't care about the Steam in-game overlay: open package.json and under the "settings" key, add "allow-host-input-processing": false. That puts it in the mode where gamepad input works but the Steam in-game overlay doesn't.

  • Ok great thanks, got it working with that code.

  • I was becoming crazy with the gamepad problems and your workaround fixed it for me too. Thanks a lot for that.

    I still would like to have both gamepads and Steam overlay, but if I must choose one I choose gamepads (for my current project, I understand for most other projects Steam overlay is more important).

  • This is really bad, I hope they fix it quickly: it's really unprofessional to publish a game on Steam with one of these features removed...

  • It is stuff like this that makes me anxious. It would be nice if we knew what conditions our game shipped with. But if we ship a game to steam without bugs, and microsoft later introduces a bug to WebView, our shipped game would then be bugged - right?

    I mean that is hard to test for and control our games if bugs can be introduced after release.

    Have I understood the export correctly? Is it not always using the current webview via the edge browser, or is there a way to lock it in?

    With nodejs you could control this by shipping a specific browser version with the game.

  • In practice browser engine updates breaking things is extremely rare. I can't remember a case since 2014. All of Construct's existing web, Android and iOS exports already rely on auto-updating browser engines and have worked fine year after year, and I expect the same to be true with WebView2.

    In this case the bug is caused by enabling the use of a newly implemented mode that allows the Steam Overlay to work. You can work around it by disabling the new mode as I described in my earlier post. So it's not a regression caused by updating the browser engine - it's a regression caused by us enabling a new mode, and the new mode having a bug.

  • FWIW if i remember correctly you can basically export your game with the version of the Webview bundled at that time. You'll have a larger download file but therefore control over which version of Webview is being used.

    It's being described here: construct.net/en/tutorials/exporting-windows-webview2-2685

  • There's also the Pipelab export option, which is meant to be good

    pipelab.app

  • I hate to be so bothersome, but I had hoped to have at least the achievement system able to work along with the gamepad.

    But I've tested on two different projects: Whenever I include the Steamworks addon, the trick with altering the package.json file does not work in fixing the controller.

    Only when I delete the Steamworks addon from the projects, entirely, I can recreate the controller functionality.

    I don't think it is appropriate with making a new github bug report, because I understand that it is the webview team that is dragging their feet on this one.

    But just wanted to clarify, that I've tried with the Steamworks enable overlay - both on and off, with app ID 480. With debug mode enabled the gamepad doesn't work, and with it off- the game won't even start. I'm using the SteamWorks 1.5.0.0 version.

    Seems like it is no steam plugin if you want to have controllers.

    My personal solution is just to wait with integrating the Steamworks plugin until the end of production, but it seems a little risky - knowing how much those pesky steam players loves their steam features. :)

    Well, maybe this wall of text could be informative and useful for someone.

    Happy holidays.

  • I can reproduce no gamepad input when using both "allow-host-input-processing": false and the Steamworks plugin. However using app ID 480 (Spacewar) with the test, if I then go in to Steam, right-click Spacewar and go Properties > Controller > Disable Steam Input and try again, it works. So it seems Steam Input is preventing gamepad input from working in this case. You'll need to contact Valve about that as Steam Input is their software.

  • Just had this as i tryed to get my game approved and rejected because the controller is not working...

    Ive implemented Steam achivements already... Do i understand correctly that i now have to decide to either have achivements or controller support?

    I mean, and Ashley explained it in detail, that NWJS was not an alternative anymore but i still think it got removed to soon. Still many features are missing from webview 2 which where simply possible with NWJS...

    Anyways, how can this be a steam problem? There are so many games, working with both controller and an overlay but it seems with webview / export options from construct 3 this is a constand problem. I can just hope theat the problem is solved within the next few month... If anyone figured this out or can explain in detail waht to do i would be grateful. Also i dont think it makes sense if each of us contacts the steam support seperatly with the same problem? And somehow i rly dont trust microsoft at all in being interested in solving this in a timely manner...

    Kind regards

  • Have you tried electron/Pipelab? It's free to export with and works with Steam.

    This recent C3 Steam game uses it: store.steampowered.com/app/2225960/Noobs_Are_Coming

Jump to:
Active Users
There are 0 visitors browsing this topic (0 users and 0 guests)