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Why does Input.GetJoystickNames keep maximum attached devices on Android
Running a game on both, Galaxy S6 (Android) and Amazon Fire TV (Android), with 2 gamepads attached and detached, leaves the Input.GetJoystickNames array at the current maximum. Only change that happens is that the names change from a gamepad name to "".
What is really bad is the name of the Amazon Fire TV Remote Controller is actually detected as "", which means after detaching 3 gamepads you're left with an array with 3 entries, all named "".
The same is happening on the Galaxy S6 (and I assume on every Android device), which does not have a default remote gamepad. This means on Galaxy that's all ghost devices and on Fire TV that's one real remote controller and the rest is ghosts from the point it was detected the first time.
Is this an Android or Unity problem and will it be fixed? Reducing the internal array to the amount of actually connected devices would help quite a lot.