xbox controller not working on webview2 export latest build

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Small pixel icons for the 3 most popular controller types.
  • Seconded on bringing NW.js back until Webview2 is in a better spot. Yes it's a bloated export, but at least it actually worked.

  • NW.js had a raft of other issues that regularly caused all sorts of problems and we had to work around, notably including relying on an undocumented feature to support the Steam overlay (via a Chromium command-line flag) which broke shortly after we moved off it and it took several months for a fix - so that would have been a significant problem had we stayed with it, but nobody noticed as we had already moved off. There are still a bunch of outstanding issues that were filed long ago such as #6485, #7658, #7659, #7685 and #8162. Things that broke in the past include gamepads (more than once), WebGL, file dialogs/file system access, a whole bunch of crashes that never happened in real browsers, performance issues, and regressions. Other issues with NW.js include:

    • Continued support for important features like Steam Overlay support relying on undocumented features that could break or be removed at any time without warning and with no workaround (at which point we'd probably be forced to move off to another technology anyway)
    • Infrequent/poor enough maintenance that I suspect it may be retired at some point soon
    • Bundling all of node.js significantly increasing architectural complexity for no benefit (as Construct no longer needs the node.js part at all), can cause weird bugs, and presenting a significant hurdle to conveniently integrating SDKs like Steamworks
    • Bundling the entire browser engine with the game (adding 100-200MB of file size)
    • Asset bundling relying on extracting a zip on startup, which is too slow to be usable for large projects - our own asset bundler is directly readable and so far more efficient on startup
    • No support for bundling in to a single EXE file, as the latest release supports (with a small file size too)

    In short from our point of view NW.js was kind of a nightmare to support, actually - it didn't "just work", it was a constant source of problems, had limitations we couldn't work around, and was risky as we had no way to guarantee long-term support for things like the Steam Overlay.

    Contrast that to the current desktop exporters - as of the latest release we have support for the Steam Overlay, a pretty comprehensive Steamworks plugin using our own simple and lightweight extension system, support for file system access including accessing known folders like 'Documents', support for windowing features, support for pointer lock and gamepads (via GameInput for Steam on Windows, for the time being), a high-performance custom asset bundling format, support for exporting a small convenient single EXE file, and more. In short I think we do cover everything NW.js used to, and then gone further with additional improvements. There's a few things that would be nice if it was smoother, but overall I'm happy we made the change, and I think by now Construct's desktop exporters are in a better place than we had with NW.js.

  • Are there any updates regarding the gamepad issue?

    In addition to the rumble feature, I should point out that installing GameInput will no longer allow the PS4 gamepad to be used.

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  • In addition to the rumble feature, I should point out that installing GameInput will no longer allow the PS4 gamepad to be used.

    I tested a PS4 gamepad with GameInput and it worked for me.

  • > In addition to the rumble feature, I should point out that installing GameInput will no longer allow the PS4 gamepad to be used.

    I tested a PS4 gamepad with GameInput and it worked for me.

    mmm, I've tested the game with PS4, PS5 and Xbox controller and only PS5 and Xbox controllers work for me

  • Hi Ashley

    I'm now finally in a position to publish my demo to Steam.

    I've just exported to (Windows) WebView2 with export for Steam and launched the EXE.

    The controller doesn't work and I can't close the game.

    I've also exported to (Windows) WebView2 without Steam ticked and the controller now works without me bodging the code with "allow-host-input-processing": false but I can't close the game.

    I'm really concerned that this issue is going to drag on and on, I originally raised this issue 9months ago and it's still broken.

    I seriously can't publish a game without controller support, it looks amateurish and will really damage the credibility of my game.

    Please give me some hope that this is going to be fixed or the only hope I have is to try and find another engine.

    Having been a customer of Construct since 2018, that's a lot of wasted money and time!

    Releasing a game has always been the goal and now I'm stuck waiting, my hands are tied.

    Anyway I'll keep my fingers crossed.

  • Controller support should work, but for Steam you need to install the GameInput redistributable. See the instructions under "Gamepad support" in the Steamworks plugin documentation. If it still doesn't work, please file an issue following the guidelines so we can properly investigate.

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