Try it in your browser
Plug the controller in with a USB cable (or pair it over Bluetooth), press Connect controller and pick it in the list. Then squeeze R2 and play with the effects.
What is running here
This page runs the same C++ code as the plugin, compiled to WebAssembly: the input report parser (sticks, buttons, touchpad, gyroscope and accelerometer with the controller's own calibration, battery) and the output report builder (lightbar, LEDs, rumble and the adaptive trigger encoder). The browser only moves the bytes, through WebHID.
So the effects you feel here are the ones your game gets with the same parameters: the sliders follow the pins of the DS Make Trigger ... nodes, and the line under them is the call you would make in a Blueprint. The block is the 11 bytes the plugin writes for that trigger.
Good to know
- The browser asks once which device to use. Next time you open the page, the same controller reconnects by itself.
- Over Bluetooth the page reads the calibration feature report when it connects, which also switches the controller to full reports, as the plugin does.
- When you leave the page or press Disconnect, the triggers, rumble and lights are turned off.
- Another app that holds the controller (Steam, DS4Windows, DSX) can stop the page from opening it. Close it and connect again.
To get the same in your project, start from Installation and the quick start.
Use it in your project
How to wire Adaptive Pad into a real game, from where the logic lives to turning effects on and off with your gameplay and cleaning up at the end of a level.
Download the demo
A playable Windows build that shows every feature of Adaptive Pad with your DualSense™ wireless controller, no Unreal Engine needed.