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Native application (captive runtime) doesn't support GameInput?

New Here ,
Nov 05, 2014

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I've built a project originally for Flash Player, then for AIR with the GameInput API.  With the addition of GameInput support in FlashPlayer 11.8, I've switched back to FP.  The game supports controller input through the GameInput API when built as SWF/AIR. 

However, when I package it using the -adt command using -target bundle (resulting in a captive runtime native EXE), controller support is lost.  A check on launch for GameInput.isSupported returns true as SWF/AIR, but false as EXE with no changes to the project/build.

Any idea if there's a way to get isSupported to register as true and keep my GameInput functionality in a native EXE?

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Native application (captive runtime) doesn't support GameInput?

New Here ,
Nov 05, 2014

Copy link to clipboard

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I've built a project originally for Flash Player, then for AIR with the GameInput API.  With the addition of GameInput support in FlashPlayer 11.8, I've switched back to FP.  The game supports controller input through the GameInput API when built as SWF/AIR. 

However, when I package it using the -adt command using -target bundle (resulting in a captive runtime native EXE), controller support is lost.  A check on launch for GameInput.isSupported returns true as SWF/AIR, but false as EXE with no changes to the project/build.

Any idea if there's a way to get isSupported to register as true and keep my GameInput functionality in a native EXE?

TOPICS
Development

Views

125

Likes

Translate

Translate

Report

Report
Community Guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
Nov 05, 2014 0

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