Xbox 360 Controller

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Danielle Dinunzio

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Jan 20, 2024, 12:33:30 PM1/20/24
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I have tried to use both an XBOX and a PS4 controller with LabVIEW on Windows 10 but have not been able to make it work.

I use LabVIEW 2020 SP1 f1 64bit on Windows 10 and have downloaded the MakerHub interface XBOX One and PS4 Controller packages with the VI Package Manager.

The controllers have been connected wirelessly or with USB cable and Windows can connect to the controllers and are visible under Bluetooth and other devices.
My problem is that no controller is found when running an example and I am not sure what the problem is. Are these packages too old and they have stopped working? Is there something missing so I have to install something more? Or should I use some other solution?

xbox 360 controller


Download Zip ---> https://t.co/4CfKaC4ICu



why to use XBOX or PS4 if SNES is the only controller that you need? Jkidding

There are several ways to get data from USB or Wireless controllers. I'll point the one i use when i need a fast data acquisition.(by fast i mean testing and prototyping)

First, if you use hidHide for whatever reason, make them visible.

Then, on LabVIEW, under the connectivity pallete, there is the Joystick pallete.
all you have to do is, initialize the controller (you may check ID on the windows controller configuration 0 is the first on list, 1 is the second, so on...)

inside a loop you use the acquire input data.vi to get status from direction, axis and buttons.

outside the loop you use clos input device.vi to release serial communication so that you may play your games.

I am do a quick and dirty proof of concept where I am controlling the tilt of a mirror directing a laser beam with stepper motors and I think it would be nice to use a game controller to remotely control the mirror position.

i always prefer usb, but using ds4windows helped connecting through bluetooth. xbox controller i dont know because i dont have one. i have also used a POKKEN CONTROLLER for nintendo switch, that worked ok wirelessly

My problem with the wireless controller might be that the number of joysticks is limited to 8. All extra controllers I connect don't show up (USB or Bluetooth).
Instead I found this solution which works for both USB and Bluetooth controllers -Joysticks-Access-violation/m-p/3597290#M1007969

Be ready for all sorts of different gaming journeys by using the Xbox Accessories app to remap your controller buttons to meet any layout need. Create controller profiles to make swapping between distinct game controls seamless.

I've tried turning the controller on and off, and re syncing it. But the controller is not the issue because it works just fine with other programs. And if I map MAME, I can see it's being read correctly. So it's only retro arch that's reading it like this.

Updated 06/15/2023: Check out our latest review of the 8BitDo Ultimate Bluetooth Controller. This lightweight and comfortable controller may be aimed at Nintendo Switch owners, but it also works with pretty much everything including Windows, Android, and iOS.

This is a controller that adapts to you. The dish-shaped metal d-pad is more precise and tactile than the one on the standard controller, and the adjustable triggers can speed up your actions in shooters. Both thumbsticks and the d-pad are removable, and the Elite Series 2 comes with alternate attachments. For example, there are longer sticks, sticks with domed tops, and a traditional cross-shaped d-pad.

Wireless controllers need power, and the way you keep them juiced up can vary. Cheaper controllers with AA battery compartments get the job done, but an integrated battery charged via USB-C is more convenient.

Here, if you use the keyboard, the animations play. If you use the controller, the player moves but the animations don't play. I've tried and narrowed it down to the fact that this piece of code will not evaluate:

Gamepad support guarantees the correct location and functioning of Controls across platforms and hardware. For example, a PS4 DualShock controller layout should look identical regardless of which platform it is supported on. A gamepad's south face button should always be the lowermost face button.

NOTE: Generic HID gamepads will not be surfaced as Gamepad devices but rather be created as generic joysticks. This is because the Input System cannot guarantee correct mapping of buttons and axes on the controller (the information is simply not available at the HID level). Only HID gamepads that are explicitly supported by the Input System (like the PS4 controller) will come out as gamepads. Note that you can set up the same kind of support for specific HID gamepads yourself (see "Overriding the HID Fallback").

Xbox controllers are well supported on different Devices. The Input System implements these using the XInputController class, which derives from Gamepad. On Windows and UWP, Unity uses the XInput API to connect to any type of supported XInput controller, including all Xbox One or Xbox 360-compatible controllers. These controllers are represented as an XInputController instance. You can query the XInputController.subType property to get information about the type of controller (for example, a wheel or a gamepad).

XboxOneGampadMacOSWireless: An Xbox One controller connected to a Mac via Bluetooth. Only the latest generation of Xbox One controllers supports Bluetooth. These controllers don't require any additional drivers in this scenario.

Note: This support does not currently work for Switch Pro controllers connected via wired USB. Instead, the Switch Pro controller must be connected via Bluetooth. This is due to the controller using a prioprietary communication protocol on top of HID which does not allow treating the controller like any other HID.

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