Hi, I'm trying to use a 8Bitdo gamepad. It is working (after a mapping of its inputs) but I always get these messages in the console after each input pressed ingame : InvalidOperationException while executing 'performed' callbacks of 'UI/Navigate[/XInputControllerWindows/leftStick/up,/XInputControllerWindows/rightStick/up,/XInputControllerWindows/leftStick/down,/XInputControllerWindows/rightStick/down,/XInputControllerWindows/leftStick/left,/XInputControllerWindows/rightStick/left,/XInputControllerWindows/leftStick/right,/XInputControllerWindows/rightStick/right,/XInputControllerWindows/dpad,/8Bitdo SF30 Pro 8Bitdo SF30 Pro/stick/up,/8Bitdo SF30 Pro 8Bitdo SF30 Pro/stick/down,/8Bitdo SF30 Pro 8Bitdo SF30 Pro/stick/left,/8Bitdo SF30 Pro 8Bitdo SF30 Pro/stick/right,/Keyboard/w,/Keyboard/upArrow,/Keyboard/s,/Keyboard/downArrow,/Keyboard/a,/Keyboard/leftArrow,/Keyboard/d,/Keyboard/rightArrow,/8Bitdo SF30 Pro 8Bitdo SF30 Pro/stick,/8Bitdo SF30 Pro 8Bitdo SF30 Pro/stick,/8Bitdo SF30 Pro 8Bitdo SF30 Pro/stick,/8Bitdo SF30 Pro 8Bitdo SF30 Pro/stick]' UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*) UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr) InvalidOperationException: Cannot read value of type 'float' from control '/8Bitdo SF30 Pro 8Bitdo SF30 Pro/stick' bound to action 'UI/Navigate[/XInputControllerWindows/leftStick/up,/XInputControllerWindows/rightStick/up,/XInputControllerWindows/leftStick/down,/XInputControllerWindows/rightStick/down,/XInputControllerWindows/leftStick/left,/XInputControllerWindows/rightStick/left,/XInputControllerWindows/leftStick/right,/XInputControllerWindows/rightStick/right,/XInputControllerWindows/dpad,/8Bitdo SF30 Pro 8Bitdo SF30 Pro/stick/up,/8Bitdo SF30 Pro 8Bitdo SF30 Pro/stick/down,/8Bitdo SF30 Pro 8Bitdo SF30 Pro/stick/left,/8Bitdo SF30 Pro 8Bitdo SF30 Pro/stick/right,/Keyboard/w,/Keyboard/upArrow,/Keyboard/s,/Keyboard/downArrow,/Keyboard/a,/Keyboard/leftArrow,/Keyboard/d,/Keyboard/rightArrow,/8Bitdo SF30 Pro 8Bitdo SF30 Pro/stick,/8Bitdo SF30 Pro 8Bitdo SF30 Pro/stick,/8Bitdo SF30 Pro 8Bitdo SF30 Pro/stick,/8Bitdo SF30 Pro 8Bitdo SF30 Pro/stick]' (control is a 'StickControl' with value type 'Vector2') UnityEngine.InputSystem.InputActionState.ReadValue[TValue] (System.Int32 bindingIndex, System.Int32 controlIndex, System.Boolean ignoreComposites) (at Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputActionState.cs:2038) UnityEngine.InputSystem.InputActionState.ReadCompositePartValue[TValue,TComparer] (System.Int32 bindingIndex, System.Int32 partNumber, System.Boolean* buttonValuePtr, System.Int32& controlIndex, TComparer comparer) (at Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputActionState.cs:2101) UnityEngine.InputSystem.InputBindingCompositeContext.ReadValueAsButton (System.Int32 partNumber) (at Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputBindingCompositeContext.cs:252) UnityEngine.InputSystem.Composites.Vector2Composite.ReadValue (UnityEngine.InputSystem.InputBindingCompositeContext& context) (at Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/Composites/Vector2Composite.cs:129) UnityEngine.InputSystem.InputActionState.ReadValue[TValue] (System.Int32 bindingIndex, System.Int32 controlIndex, System.Boolean ignoreComposites) (at Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputActionState.cs:2008) UnityEngine.InputSystem.InputAction+CallbackContext.ReadValue[TValue] () (at Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Actions/InputAction.cs:1433) UnityEngine.InputSystem.UI.InputSystemUIInputModule.OnMove (UnityEngine.InputSystem.InputAction+CallbackContext context) (at Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Plugins/UI/InputSystemUIInputModule.cs:1506) UnityEngine.InputSystem.Utilities.DelegateHelpers.InvokeCallbacksSafe[TValue] (UnityEngine.InputSystem.Utilities.InlinedArray`1[System.Action`1[TValue]]& callbacks, TValue argument, System.String callbackName, System.Object context) (at Library/PackageCache/com.unity.inputsystem@1.0.0/InputSystem/Utilities/DelegateHelpers.cs:51) UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*) UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr) Any idea on how to fix this ?
Hey, I'm sorry I don't have a fix for you but I'd like to ask if you could tell me how you even got your 8BitDo controller to be recognised by Unity in the first place? My controller doesn't show up in the input debugger and was wondering how you got to this point?
Sorry... I plugged it and it was directly detected, I did nothing special here. But I didn't tried it again since I posted this message, I'll have a look again and see what happen with a newer version of the package.