u/Beastbooy

▲ 4 r/GameNative+2 crossposts

Trying to use Joycons, correctly mapped in app but not in games

UPDATE: LATEST PRERELEASE OF GAMENATIVE FIXED THE PROBLEM.

​Hey everyone, I'm running into a frustrating input mapping conflict and could use some insight. ​ I’m using a pair of Joy-Cons connected via Bluetooth. At the Android OS level (and within the container frontend apps), Android successfully merges them and they function perfectly as a single, unified Xbox controller. GN and GH are both on their latest release. S25 Ultra as device, 512/12gb

G​ameHub: Once I boot into the actual WINE container, simultaneous input breaks. If I am holding a direction on the Left Joy-Con stick and press any button on the Right Joy-Con, my movement input instantly drops. It seems like the hardware interrupt from the right controller's MAC address is stalling or flushing the polling loop for the left controller.

​GameNative: The issue is even worse here. The controllers work perfectly in the frontend app and Android UI, but once the container boots, it completely ignores the inputs. ​What I’ve already tried: • ​Forcing the SDL fallback via Environment Variables (SDL_JOYSTICK_WGI=0 and SDL_XINPUT_ENABLED=1). • ​Modifying winecfg Libraries to prioritize the host wrapper (xinput1_1 through xinput1_4, xinput9_1_0, and xinputuap all set to "Native then Builtin"). ​ ​I'm looking around reddit, discord and online in general. I even asked for Gemini's assistance but I have near zero knowledge on the topic. ​Any pointers are appreciated!

P.S.: I own other controllers and they all work, but I love the idea of giving a second life to my dusty joycons and I built a contraption that holds both the joycons and the phone.

Therefore JOYCONS ARE NECESSARY <3

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u/Beastbooy — 7 days ago