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Question by apachesquirrel · Jul 19, 2017 at 07:15 PM · xbox controller

controls not working in build compared to editor

I have a network racing game in development.

I have the steering and acceleration axis assigned to a PC xbox controller stick and triggers.

When I launch the game in editor, (then choose host as its a netgame) everything works properly.

When I build the game, upon starting the host the car accelerates maximum forward, and maximum steering to the left.

If I exchange the axis to be keyboard control, everything works as expected.

I have zero errors in my output log.

I've tried altering dead zones etc, although this is futile if it works perfectly in editor.

Any ideas? been at this for a few days.

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avatar image apachesquirrel · Jul 20, 2017 at 01:50 PM 0
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Right.... I tried downloading a unity written vehicle script from the asset store. I changed nothing except adding net support.

Exactly the same happens, with none of my scripts etc.

I suspect this is a bug.

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Answer by ProudLilac · Aug 08, 2017 at 01:53 PM

I have the same problem. When I play on editor or build & run exe, it works properly. But, starting exe via windows explorer, key input does not work at all.

Anyone, help us please.

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avatar image ProudLilac · Aug 09, 2017 at 02:10 PM 0
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I resolved this problem. Read output_log.txt in your built data folder.

avatar image JoPed · Mar 07, 2018 at 08:28 AM 0
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I have a somewhat similar problem, with Xbox One controllers not working properly in build.

However in cannot find the file your are referring to? In my [Build]_Data folder the exists no such file. Can you help me?

avatar image ProudLilac · Dec 28, 2018 at 01:37 PM 0
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output_log.txt creating directory has been changed. C:\Users\username\AppData\LocalLow\CompanyName\ProductName\output_log.txt

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Answer by apachesquirrel · Aug 09, 2017 at 04:12 PM

I think our problems were a little different. It appears that mine is openVR related, as when I run the build on my VR PC it works as expected. This isn't exactly a solution but at least my final build is OK. I was previously running a dev build on my laptop and ignoring the 'openVR missing' error. How this could effect inputs I'm not sure.

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