- #Xbox 360 rock candy controller this device cannot start. (code 10) drivers#
- #Xbox 360 rock candy controller this device cannot start. (code 10) code#
- #Xbox 360 rock candy controller this device cannot start. (code 10) series#
Then, that device and that button(or axis) is stored in the assignment for the mapping. This means that even though it would have picked up the one from 4 - 11 from the duplicate device, it never acknowledges it because it stops on the first device. If it picks one up in the first 4, the search stops.
![xbox 360 rock candy controller this device cannot start. (code 10) xbox 360 rock candy controller this device cannot start. (code 10)](http://mas.txt-nifty.com/.shared/image.html?/photos/uncategorized/2009/09/13/2009091305.jpg)
The loop checks the keyboard, mouse, and gamepads, and for the gamepads, it checks #0-3 before checking #4-11. So basically, the player initiates a search that would pick up the next pressed button(which would then get assigned to some action). But then I don't assign gamepads at all.I only assign individual inputs.
![xbox 360 rock candy controller this device cannot start. (code 10) xbox 360 rock candy controller this device cannot start. (code 10)](https://m.media-amazon.com/images/I/41d2sZgeR8L.jpg)
So this is why I don't assign devices at all, and I just have the players directly hit the inputs they want to assign to actions as part of the action mapping process.Ĭlick to expand.The issue I think is that you are trying to block with descriptions as the condition.I don't count on that at all.
#Xbox 360 rock candy controller this device cannot start. (code 10) drivers#
Furthermore, it is could get slightly more complicated if they ever provide native drivers for the Switch Joycons because those come up as 2 devices(though they aren't supported without additional 3rdparty software). If you are assigning devices, it would add artificial limits. I hate the idea of assigning devices to players, because there happen to be players who do strange things, like wanting to use keyboard keys along with a gamepad's axes. Instead of adding players automatically based on device connection, you would probably want to add them via other means(like GUI buttons), and then assign devices/inputs in a separate thing.
#Xbox 360 rock candy controller this device cannot start. (code 10) code#
Since you are using a pre-made example, you would have to change the code somehow. So it would pick up device 0, but NOT device 4 in this case. It check the XInput ones first, and if it finds one, it no longer checks the DInput device. Each frame, it checks ALL the connected gamepads(along with keyboard and mouse). The system then polls inputs, waiting on you to hit the button you want to map to the jump action. So for input mapping, you click a button(like to remap the jump button). Then, I prioritize the XInput devices(numbers 0 - 3). In my input system, I handle it by only allowing one input device to be detected at a time(when the player hits buttons for input mapping).
![xbox 360 rock candy controller this device cannot start. (code 10) xbox 360 rock candy controller this device cannot start. (code 10)](https://venturebeat.com/wp-content/uploads/2018/04/screen-shot-2018-04-16-at-2-27-53-pm.jpg)
Since Gamemaker handles those separately, it picks up two devices. The issue is caused by XInput devices having both XInput AND DInput drivers. How could this be fixed? One way I know of, would be to say something like: if gamepad_get_description(i,) doesn't equal "Bluetooth LE XINPUT compatible input device" then assign to player. I attached an image of what it shows on screen. I don't have another controller connected without knowing since it doesn't show any others are connected.
#Xbox 360 rock candy controller this device cannot start. (code 10) series#
So, instead of creating just 1 player object, 2 are created when connecting the Xbox Series Controller. I just tested it with the "Twin Stick Shooter GML" project by YoYo Games and it appears it is registering as 2 sperate devices, since in the Twin Stick project, each time a controller is connected, a player object is created. So, the 2nd device is Direct Input? They both usually connect at the same time and 1 controller controls both player 1 and player 2.
![xbox 360 rock candy controller this device cannot start. (code 10) xbox 360 rock candy controller this device cannot start. (code 10)](https://www.pdp.com/media/catalog/product/cache/e4a4efd230b6e3d67134a385300afbfe/0/2/02_048-xxx_enhanced_2_1.png)
Also, the "Bluetooth LE XINPUT compatible input device". "XInput STANDARD GAMEPAD" and "Bluetooth LE XINPUT compatible input device". Since I saw in the debug log that it is showing 2 descriptions. At first, I thought it might just be the way I had my controller setup working, since I check for the Description then set mapping. While I was testing out the Xbox Series Controller in my game, at first I saw that it was working the way it should, but later on I noticed that I think it's actually registering as 2 separate devices.