View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0031371||Runner||Input Devices||Public||2019-09-24 16:46||2019-09-30 16:35|
|Reporter||Dan||Assigned To||David Clarke|
|Priority||Very High||Severity||B - Major||Reproducibility||100%|
|Target Version||2.2.4||Fixed in Version||2.2.4|
|Summary||0031371: Input Devices: Gamepad support has been broken on macOS VM|
|Description||Gamepad support has been broken on macOS VM, because the dylib for pad support is not being codesigned correctly. Accordingly, it's not being picked up in-game and so pads are not being detected properly.|
A PS4/Dualshock 4 pad is detected as an "iOS Standard Controller" or "iOS Extended Controller" and none of the buttons are working correctly.
A gen 1 Xbox One pad in wired mode is not detected at all, nor a gen 2 Xbox One wireless pad, nor a Steelseries Nimbus. The game simply does not fire events for these being connected/disconnected.
Expected: All of the above should be detected as the correct pad name and their buttons should work correctly.
|Steps To Reproduce||1. Run the attached sample on macOS VM (Mojave or Catalina)|
2. Observe the results of the four pads are as above.
|Additional Information||Note that the updated Apple gamepad library should support macOS versions all the way back to 10.9 - it is not limited to Catalina.|
YYC is also fine - it's signing the library properly on-demand.
|Tags||No tags attached.|
|1.4 Found In|
|2.x Runtime Found In||18.104.22.1687|
|2.x Runtime Verified In||2.24.362|
Gamepads_test_runtime-fixed.yyz (26,549 bytes)
Fixing the code signing for the lib, so that it is not using the hardened runtime.
Also removing a hardcoded value in the fallback API that was taking an iCade pad into account, despite it never being initialised.
||Runtime 360+, IIRC - definitely 361...|