This project provides integration for Apple Game Controllers with the Bevy game engine, as an alternative to the builtin Gilrs based gamepad interface.
It enables Bevy to detect, connect, and handle input events from Apple-compatible game controllers using objc2 and objc2_game_controller.
This should also work on iOS devices, but is currently untested.
The Game Controller framework limits support of controllers to those supported by Apple.
- Nintendo Switch Pro Controller
- Nintendo Switch JoyCon - Both left and right JoyCons must be paired and will show up as a single gamepad
- 8BitDo Ultimate Bluetooth (Switch Pro compatible)
- Xbox
- DualShock 4
- DualSense
- Detects gamepad connections and disconnections using
Notification Center framework - Supports multiple gamepads
- Assigns
playerIndexenabling LED player displays on controllers - Maps gamepad buttons and axes to Bevy's input system
- Uses Bevy's event system to handle gamepad interactions
- Asyncronous change detection handled by GC framework
- Rumble through CoreHaptics
To use this integration in your Bevy project, add the following dependencies to your Cargo.toml:
[dependencies]
bevy_gamepad = "0.1"The two backends are additive — both feed the same Gamepad entities, and a
pad that both of them see is harmless, since Bevy's input state merges the
reports. Running both is usually what you want: gilrs still covers the
plain-HID devices Apple's framework does not recognise, such as GameCube
adapters and arcade sticks.
The one thing that must not cross backends is rumble. bevy_gilrs reads
every GamepadRumbleRequest regardless of which backend owns the gamepad and
unwraps the gilrs id of whatever entity the request names, so a standard
request aimed at one of this plugin's gamepads panics the app. That is why
rumble here uses its own [AppleRumbleRequest] — see Rumble below.
If you would rather not run both, disable gilrs when building the plugin group:
DefaultPlugins.build().disable::<bevy::gilrs::GilrsPlugin>()or drop bevy's gilrs feature entirely:
bevy = { version = "0.19", default-features = false, features = [...] }use bevy::prelude::*;
use bevy_gamepad::GamepadPlugin;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
// Add the Gamepad Plugin
.add_plugins(GamepadPlugin)
.run();
}Every gamepad this plugin creates carries an AppleGamepad marker, which is
also how an app running both backends tells them apart. Shake one by writing
an AppleRumbleRequest:
use bevy_gamepad::{AppleGamepad, AppleRumbleRequest};
use std::time::Duration;
fn rumble_on_hit(
pads: Query<Entity, With<AppleGamepad>>,
mut rumbles: MessageWriter<AppleRumbleRequest>,
) {
for gamepad in pads.iter() {
rumbles.write(AppleRumbleRequest::Add {
gamepad,
duration: Duration::from_millis(90),
strong_motor: 0.7,
weak_motor: 0.9,
});
}
}Apple exposes no simple "set motor strength" call: rumble is CoreHaptics, so
this asks the controller's GCDeviceHaptics for an engine bound to a
locality (a physical actuator), builds a pattern and plays it. The two
motors map onto the two handles — the strong, low-frequency motor is the left
handle and the weak, high-frequency one the right. Engines are expensive to
build, so they are cached per gamepad for the life of the controller.
Controllers that expose no haptics are skipped silently; run with
RUST_LOG=bevy_gamepad=debug to see which.