Support game controller navigation
There are many applications where the interface is navigated with input devices like game controllers. It would be great if we could get some support for these.
With the May 2019 update we now support gamepad based triggers in XD. (Xbox & DualShock 4) For more details refer to this – https://helpx.adobe.com/xd/help/keys-gamepad-triggers.html
Video Tutorials -
1. https://www.youtube.com/watch?v=W2rBzAAy6ZU&t=47s
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Anonymous commented
XD now only supports touch or mouse interfaces.
I would like to prototype remote controlled interfaces for TV's, Game Consoles, Projectors, etc.
This would need a keyboard input and mapping feature, (instead of mouse and touchinput)
and a feature that can move a selector to focus on interactebale items in the UI. -
Anonymous commented
XD now only supports touch or mouse interfaces.
I would like to prototype remote controlled interfaces for TV's, Game Consoles, Projectors, etc.
This would need a keyboard input and mapping feature, (instead of mouse and touchinput)
and a feature that can move a selector to focus on interactebale items in the UI. -
Ahmed Salama commented
I totally need this to prototype PS4 UIs!
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Cervantes commented
Also it could be nice, as an option, to be able to hook the cursor to some UI elements, unlike a free mouse course movement.
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Cervantes commented
As a UI Artist in a video game company that feature would be essential when it comes to test our UI in a "couch gaming configuration". Without that the interactive part of Adobe Xd is not very relevant for us when testing console UI. Also we can't conduct usability tests.
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Damir Turkovic commented
+1
Would be fantastic to have something liek this.
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Phil Chambon commented
When Nicolas talk about JTK it's mainly when we use application taht provide keyboard support.
For example having a flash prototype listening the KEY.down input.
Then using JTK to map those KEY to a button on a gamepad.But, as Louis said, right now it's still limited. it's just analog (still a plus to have), and you can somehow map the pad to the mouse and then listen to the mouse coordinates to have a more non-analog input...
but it's still not what we need!As of now, I'm basically hacking Famer (the mac app made in coffee script).
With a Coffee to JS compiler I can use the Framer library for animations and states.
And for the gamepad I use this:
============================
https://samiare.github.io/Controller.js/
============================This is exactly what we need (and I'm talking for myself, but I assume that I'm not completely wrong for everybody else).
If with that we can hook those input to any action on XD then YOUR ARE GOLD FOR US =) -
Anonymous commented
Defiantly - Android TV and Apple TV would be amassing, really struggling with quick protyping methods at the moment- only marvel does it for Apple TV only
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Anonymous commented
Definitely a need.
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David Tisserand commented
+1. This is super important for user testing those prototypes early and iterate faster/earlier.
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Todor Doychev commented
I Agree and fully support this!!!
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Julien Blervaque commented
I also support this demand. This is highly important in our field to design and test interactive UI for applications that can be driven by game pad (whether they are PC or for game consoles).
@Corey:
What Nicolas means is that we need to be able to interact with the interface we build with a common game pad device (the same way we are doing now with a mouse except that it is not a mouse). In other words we would like in particular:
- to be able to move the mouse cursor thanks to the pad sticks
- to use the pad triggers instead of the mouse buttons (or the keyboard Enter or Escape keys)
- to specify which trigger of the pad is mapped to which input (left mouse button? right?)More generally we are in a deep need for a generic input system that would allow to remap any input signal of any device to any standart action (eg: Button A of the pad to Enter...).
See some applications such as Motion Builder or Touch Designer for such behaviors.You can ask Andrew and Cisco about our demand, they know pretty well about it ;)
Best regards,
Julien -
Ognian Barov commented
+1! Adobe will rule the game even more with such a functionality !!!
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Stéphane Lévesque commented
Yes, please add gamepad support.
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Maïmouna Brownrigg commented
+1000 As soon as a program comes up with this feature, all game interface designers will jump on this. We are starving for a tool that will meet our needs.
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Matt Power commented
As a longtime in-house UI designer for PlayStation I can 100% say that this is a feature that the games industry is crying out for. Almost every UI prototyping tool assumes a touch input, very few (if any) facilitate working with TV based UI, be that set-top box, smart tv or games console where navigation is limited to a D-Pad / Joystick and a set of buttons.
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Josh Maida commented
Bumping this topic. I work in the games industry as well, and am hungry for better UI/UX workflows that rival web application development, especially for live products which are becoming more common on console, where the default input device is a gamepad. Please don't let Sketch beat Adobe on PC. We're a pragmatic bunch. :)
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Dana Ludwig commented
Provide a method that maps a console controller to interactive prototypes. users who are testing interactions can plug a controller in via a USB and navigate interaction points.
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Pattes commented
Hello Corey:
Plug-and-play support of XBox 360/One and PS3/4 controllers for general navigation using sticks/d-pad/bumpers/triggers and activation using facebuttons would be a huuuuge plus in the game dev community, where Adobe sells lots of licenses. Not too difficult to achieve if you use proper patterns. Our people can talk to your people :)
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vjsai commented
+1 to this! Game UX is a thing! We exist! And we want gamepad support! Please?