xbox controller not working on webview2 export latest build

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  • Please contact Valve about the gamepad input issue - it appears to be the case that it works fine so long as you don't initialize the Steam SDK with Steam Input enabled, so it looks like it's Steam Input that is breaking it, and that's all Valve's software. I'd guess they can fix it, so long as you get in touch and report the problem to them.

  • Please contact Valve about the gamepad input issue - it appears to be the case that it works fine so long as you don't initialize the Steam SDK with Steam Input enabled, so it looks like it's Steam Input that is breaking it, and that's all Valve's software. I'd guess they can fix it, so long as you get in touch and report the problem to them.

    I don't get it. Is this issue related to the WebView2 bug reported here github.com/MicrosoftEdge/WebView2Feedback/issues/5406 (by the way, it seems that they've updated the status of the bug report)?

    In that case, we should get in touch with Steam just to fix the "allow-host-input-processing": false line not working as a temporary work around? Or these are two unrelated issues, meaning that even after a fix from Microsoft, the gamepad issue on Steam will remain due to Steam Input?

  • 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

    I did not try this yet, adding another software layer thats not native to c3 would be my last resort tho... but maybe its the right way to go so thanks for mentioning it. I have still a few more month till the release is due, so there is still hope that the issues will be fixed till then.

  • > Please contact Valve about the gamepad input issue - it appears to be the case that it works fine so long as you don't initialize the Steam SDK with Steam Input enabled, so it looks like it's Steam Input that is breaking it, and that's all Valve's software. I'd guess they can fix it, so long as you get in touch and report the problem to them.

    I don't get it. Is this issue related to the WebView2 bug reported here github.com/MicrosoftEdge/WebView2Feedback/issues/5406 (by the way, it seems that they've updated the status of the bug report)?

    In that case, we should get in touch with Steam just to fix the "allow-host-input-processing": false line not working as a temporary work around? Or these are two unrelated issues, meaning that even after a fix from Microsoft, the gamepad issue on Steam will remain due to Steam Input?

    So basically if we do "allow-host-input-processing": false The steam overlay does not work and it will use the fallback mode.

    BUT even with "allow-host-input-processing": false You have to then go to

    For the controller to work correctly

    (At least thats how i understand it) Otherwhise you have to remove the steamworks plugin completly which is no option if you want to have achivements.

  • hello,pour moi cela ne marche pas: voyez vous le probleme?

  • hello,pour moi cela ne marche pas: voyez vous le probleme?

    You need a comma at the end of the previous line

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

    https://pipelab.app

    Hey alastair

    I took a look at Pipelab, it seems interesting, but is it supposed to allow gamepads + Steam overlay + Steam achievements to work together?

    Is there a thread with more info and discussion about it?

    Just as a note: I personally never had problems with Steam achievements, but I saw users mentionning it. My main concern is Steam overlay + gamepads not working together.

  • Rable I haven't released anything on Steam with it yet so I'm not sure. I'm still early in my current project.

    but from discord I saw this quote from skymen:

    Our game works really well on all platforms including Steamdeck and it builds and uploads at the click of a button

    or could ask armaldio who made Pipelab.

    It does still say it's in Beta though, so maybe he'll talk more about it publicly when it's not beta?

    You can also see the Pipelab addon page here, and see what kind of features it supports currently:

    construct.net/en/make-games/addons/1415/pipelab/aces

  • Just to update this thread regarding the gamepad input issue - Valve got back to me about this, and it turns out that Spacewar - the title with app ID 480 often used for testing purposes - has a custom Steam Input configuration which appears to be why gamepad input doesn't work. I think that means Steam is taking over gamepad input and expecting the app to use Steam Input APIs, but in a Windows WebView2 export it's just using the regular browser Gamepad API, which inside Chromium is using the regular Windows gamepad APIs. So basically it's a configuration issue.

    If you have your own app ID, you should be able to configure Steam Input for that app in the Steamworks app admin - I think you just want to turn it off (from the documentation it looks like you can choose 'None selected') or use a default mapping. As we don't publish titles ourselves we don't have an easy way to test this right now - perhaps someone can give it a go? Hopefully this means you can both initialize the Steamworks SDK and still use gamepad input (providing you set "allow-host-input-processing": false for now until the WebView2 bug is fixed).

    I've also asked Valve for advice on how we might be able to set up a testing mode where you don't need your own app ID to check Steamworks integration and gamepad input are working - hopefully we can make this a bit simpler to try out.

  • To my knowledge we cannot force disable Steam Input as the developer. It will still be enabled for the Steamdeck and maybe Remote Play Together. Also the user can still enable Steam Input on their end afaik.

    Also you should definitely make a developer account and pay the fee for one game so you can test these features. Steam integration is key and the engine developers should certainly test it.

  • I tried registering and allocating an app ID, but the Steam SDK fails to initialize, presumably because it's not published yet. I don't want to have a public storefront app just for testing purposes, and I doubt something like an empty "Scirra test app" would be approved for such a purpose anyway, so it seems like we're stuck without a good way to test this ourselves at the moment. I've asked Valve for advice on how to better test this.

  • I went to test this on my game and noticed that my Xbox controller didn't work but SHIFT+TAB did bring up the Steam overlay. Realised that when I uploaded my last build I'd forgotten to add:

    "allow-host-input-processing": false

    to my package.json.

    So I uploaded a new build with that option - XBox controller works but the overlay doesn't.

    These are my settings in:

    Steamworks Admin -> Application -> Steam Input

    Opt Controllers into Steam Input:

    Xbox, PlayStation, Nintendo Switch, Generic (DirectInput) & Any Future Devices

    All Unchecked

    Steam Input Default Controller Configuration

    None Selected

    So I _think_ it's the last option that's being discussed here but still don't have both the overlay and XBox controller working at the same time. But to be honest, all the Steam controller options confuse the hell out of me - but willing to test anything anyone can suggest.

  • Does someone know if Steam Achievements (and their notification) work fine even if the Steam overlay is disabled (by adding the "allow-host-input-processing": false line)?

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  • Thanks for checking - based on this:

    So I uploaded a new build with that option - XBox controller works but the overlay doesn't.

    ...it sounds like gamepads do actually work when specifying "allow-host-input-processing": false providing Steam Input is configured appropriately. So you can work around gamepads not working, at the cost of not having the Steam overlay work until the WebView2 issue is fixed.

    The "allow-host-input-processing": false should have no impact on any Steam features other than the overlay. All other features like achievements should still work.

  • The "allow-host-input-processing": false should have no impact on any Steam features other than the overlay. All other features like achievements should still work.

    If you add "allow-host-input-processing": false I'm pretty sure that you don't see the Steam pop-up "press SHIFT+TAB to show the overlay" (or something like that), so I'm assuming that you will not see the pop-up for achievements as well. The achievement will be probably counted but I don't know if the player will be notified.

    EDIT: I was wrong, the Steam pop-up works even with the line "allow-host-input-processing": false... Curiously, Discord's overlay works without any problems.

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