UsingUbuntu 20.04 I could not solve the reconnection issue, even when applying the correct configurations. I could not install mainline kernel 5.12 so I updated to 20.10 and then to 21.04. Only when I reached 21.04 the gamepads started to work. Ubuntu 20.10 was not sufficient!. I then installed mainline kernel 5.12 and the gamepads still worked.
When I migrated from Ubuntu 20.04 to 20.10 and then to 21.04, the gamepad started to work once I arrived. When I reapplied the steps here, I had to repair again after I applied all three steps. In case of trouble, try to reboot and then to repair.
The firmware of the Xbox Wireless Controller used to cause loops ofconnecting / disconnecting with Bluez. The best workaround for now isto plug (via a USB cord) the controller to a Windows 10 computer,download the xbox accessories application, and update the firmware ofthe controller.
I'm planning on buying a game-pad for playing games on emulators (like ZSNES) and I have read a few articles on the net related to some game-pads not working in Linux especially when playing games via Wine. But that only for Wine, right? There are some questions in my mind, like:
Even though turbo has already mentioned qjoypad very briefly, it is worth providing a longer answer, as the very latest (and best) version needs compiling, as it is not in the repositories and there is currently no package available at the site either. Secondly, there are general older blog guides regarding qjoypad, but it would be useful to have an up-to-date one for Ubuntu.
Incorporates your gaming devices into any XWindows program. qjoyPad takes input from a gamepad or joystick and translates it into key strokes or mouse actions, letting you control any XWindows program with your game controller.
When you load up qjoypad (screenshot one) you will see button numbers such as button 1, button 2, etc. If you wish to see what these correspond to on your joystick you could install evtest and run evtest and then select the device number of your gamepad to get the following information:
You can fully configure all the axis points, and both sidewinder type and dual analog devices seem to be configurable. More details on this are available in this article and on the useful readme included with the source code download.
You need to define your keyboard bindings first in the game in which you want to use qjoypad. Very often in your game itself the setting should be set to keyboard and not joystick. This is what I have found with Dosbox games, and it is probably the same for Wine games. Both for gaming and for controlling any program running in an X window, qjoypad is a very useful utility.
Generally speaking, all USB gamepads that follow the HID spec work in Linux without a need for special drivers, which means pretty much all normal PC gamepads will work. Support might however be limited to basic features and things like rumble might not be supported.
i used to play a lot emulators and Minecraft Be in normal 2D mode on my Q2 (cuz my phone is weak to run it) using an generic gamepad (pega) and it works perfectly, but on lasted updates v54-v55 the gamepad is not working like a gamepad but as a pointer, when i press any buttom it just show a dot on minddle of my screen that follow my head and i can only click and move pages up and down, exaclty like when u controll ur quest by the volume buttom.
Thank you for looking into this option. We understand you are not trying to pair a VR controller, and connecting the gamepad was just the targeted objective of that pairing step we listed. We also have one more troubleshooting method before diving deeper into more advanced steps.
Hey there @FourEwer, we see you are having difficulties with your gamepad. We know that having the gamepad not work as intended can be inconvenient, and we understand how important it is for you to connect the controller and enjoy the amazing world of VR!
as i said im NOT trying to pair a VR controll, im trying to pair a generic gamepad that looks exaclty like a xbox controll to play 2D normal android games, this tutorial your reply me didnt help bc have no "pair gamepad" buttom on the mobile app devices screen, it only show me four options being:
i would love if u reverse this glitch in a update, cuz as i said before the gamepad was works with no problem, it still working but not as a gamepad, looks like im controlling my quest with VOLUME buttom
Hello-I attempted to follow these directions but the option "pair gamepad" does not appear after I select "Pair New Controller". I have a Quest 2 recently updated to Version 56. I have a new gamepad that I want to connect but never used a gamepad before. Thanks!
Hey there, @007007007007007. Thank you for letting us know that you're having a hard time seeing the "pair gamepad" option when you're attempting to pair it. Having any sort of pairing issue can be less than ideal, and we will do our best to help you with this. So we can better assist you with this, can you tell us what troubleshooting steps you have already taken so we don't duplicate anything
Hi-thanks for the reply. I am at a loss as far as what to do, when a menu option is not available contrary to the directions here and with the device itself. I tried to add it via the Bluetooth menu and it does not appear as an available Bluetooth connection.
Hi there, @007007007007007. Thanks for reaching back out and letting us know what troubleshooting steps you have done. We know how inconvenient it can be when something should be there and it isn't, especially when you're trying to do the initial setup. We wanted to confirm that the directions below are the ones that you followed previously.
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I am not a gamer. Maybe I was at once in my life, but not anymore. Even then, I was not that great of a player. But two things happened that encouraged me to start using gamepads on my computer. The first was the nostalgia of playing 90s/early 2000s video games, which drove me to purchase a set with a Raspberry Pi, a case, and a few controllers. Building a RetroPie became a personal project.
The second one was an afternoon of "boredom." I wanted to develop, but I was running out of ideas. So, I decided to explore something new. I navigated to the Web APIs page on MDN, and something caught my eye on the letter g: Gamepad API.
After reading the first page, it looked simple: it only had a handful of interfaces, events, and methods to play with. Nothing that I couldn't handle... or so I thought. I jumped to the MDN tutorial and simplified the first code example a little:
A bit of theory: The gamepadconnected event is triggered when a gamepad is connected to the browser. Similarly, there is a gamepaddisconnected event that is triggered when a gamepad is disconnected. And with this paragraph, you've learned about the only two events available on the API. Now back to our story.
When I was going to return the gamepad to its rightful position by the console and move on to something else, I pressed some of the buttons, and something happened. A message showed up on the console:
I reloaded the page, pressed a button, and the "Gamepad Connected" message popped up again on the console. I learned the first lesson of many with the Gamepad API: not all controllers connect to the browser as soon as they are connected to the computer. Most of them only activate after pressing a button or moving the joysticks.
Now that I knew Chrome, the browser I was using, supported the Gamepad API, my next step was to test it with different browser operating systems. I tried on a Mac and a Windows machine, different browsers, and the same browser on different OSs, and for an experimental API, it is widely supported. It even runs on Edge on Windows!
Some features may even be available in previous versions. Still, all the ones mentioned in this article need the browsers shown in the table above (except the vibration, for which support is inconsistent, as we'll see in a little bit).
The next thought was: which controllers would work with it? I had tested with a knockoff gamepad that came with the RetroPie, but I had controllers for PS1, PS2, PS3, and Xbox One. (In hindsight, I have too many consoles around for someone who claims not to be a gamer.) Would the original console controllers work, too?
Long answer: Some do, some don't. For example, I didn't have problems with the PlayStation controllers (independently of the version) or with the Nintendo Switch controllers. Some friends tested their Wii controllers with a demo page, and they worked like a charm, too. Xbox controllers were a different story. It may be because they need more power; it may be that the versions that we tested were not correct. But we were unable to make any of them work.
The next step was expanding the example and exploring the Gamepad interface. Knowing that the gamepadconnected event passes the connected gamepad information as part of the parameter to the callback function. I logged that object so I could see its content:
There were some things that I still didn't have clear: the connected gamepad showed ten buttons and two axis, but looking at the physical device, I could see 12 buttons and no axis. It was a bit weird. Soon, I'd find out why that happened.
Meanwhile, I was familiarizing myself with the gamepad interface and was ready for the fun part.
We just saw that the Gamepad object has a buttons property that contains an array of buttons. These buttons have their own interface (GamepadButton) which is an object with three read-only values:
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