Feature Request: Native Gamepad layout for 8BitDo Ultimate 2 Wireless Controller (VID 0x2DC8, PID 0x6012)
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Assessment
- Difficulty
- 3/5
- Estimated time
- 1-2 days
- Newbie friendliness
- 70/100
Research direction
Start at the proposed InputSystem.RegisterLayout and InputDeviceMatcher entry points, using the reported HID identifiers and input report offsets as the mapping requirements. Add the built-in 8BitDo Ultimate 2 Wireless layout so the device is recognized as a Gamepad with analog triggers, sticks, buttons, and paddles, then verify it on the stated HID connections.
Written by the indexing model from the issue text.
Description
Summary
The 8BitDo Ultimate 2 Wireless Controller is a popular third-party gamepad that supports both 2.4GHz USB Dongle and direct Bluetooth wireless connectivity.
On macOS (and other platforms), when connected in D-Input / Wireless mode (Vendor ID: 0x2DC8, Product ID: 0x6012), Unity's New Input System (com.unity.inputsystem) treats the device as an unconfigured generic InputDevice rather than instantiating a Gamepad instance.
Because games relying on Gamepad.current or Gamepad.all (such as Valheim) strictly query devices typed as Gamepad, this controller is completely unrecognized in-game unless users switch to Nintendo Switch mode (which sacrifices analog triggers and turns them into digital buttons).
Device Information
- Manufacturer: 8BitDo
- Product Name: 8BitDo Ultimate 2 Wireless
- Vendor ID:
0x2DC8(11720) - Product ID:
0x6012(24594) - Interface: HID (USB 2.4GHz adapter and macOS Bluetooth HID)
- Report ID:
0x01(34 bytes input report)
Verified HID Input Report Layout (Report ID 1 - 34 bytes)
We have reverse-engineered, tested, and verified the exact packet layout:
- Offset 0: Report ID (
0x01) - Offset 1: D-Pad Hat Switch (0=Up, 1=UpRight, 2=Right, 3=DownRight, 4=Down, 5=DownLeft, 6=Left, 7=UpLeft, 15=Neutral)
- Offset 2: Left Stick X (
0..255, center128) - Offset 3: Left Stick Y (
0..255, center128, inverted) - Offset 4: Right Stick X (
0..255, center128) - Offset 5: Right Stick Y (
0..255, center128, inverted) - Offset 6: Face buttons & Bumpers (bitmask):
- Bit 0: South (A)
- Bit 1: East (B)
- Bit 3: West (X)
- Bit 4: North (Y)
- Bit 6: Left Shoulder (LB)
- Bit 7: Right Shoulder (RB)
- Offset 7: System & Thumbstick Clicks (bitmask):
- Bit 2: Select / Back
- Bit 3: Start
- Bit 4: Home / Guide
- Bit 5: Left Stick Click (L3)
- Bit 6: Right Stick Click (R3)
- Offset 8: Left Trigger Analog (
0..255, continuous continuous travel) - Offset 9: Right Trigger Analog (
0..255, continuous continuous travel) - Offset 10: Back Paddles:
- Bit 0: Paddle M1 (Grip)
- Bit 1: Paddle M2 (Grip)
Proposed Implementation
Adding a layout definition such as:
InputSystem.RegisterLayout<EightBitDoUltimate2Gamepad>(
"8BitDoUltimate2Wireless",
matches: new InputDeviceMatcher()
.WithInterface("HID")
.WithCapability("vendorId", 0x2dc8)
.WithCapability("productId", 0x6012)
);
InputSystem.RegisterLayoutMatcher(
"8BitDoUltimate2Wireless",
new InputDeviceMatcher()
.WithProduct("8BitDo Ultimate 2 Wireless")
);
We have confirmed this layout works with 100% fidelity, zero latency, and full analog trigger sensitivity in Unity runtime.
Adding this built-in layout to com.unity.inputsystem will allow all Unity games on macOS (and other desktop platforms) to support this controller natively without requiring custom mods or workarounds.
- Dominant language
- C#
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- Avg merge
- 2d 19h
- Merged PRs (30d)
- 5
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