Hollow Knight

Hollow Knight

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Rogue85 May 20, 2021 @ 8:14am
Controller support on M1 Mac
Hey. Has anyone solved the problem with gamepads on M1 Mac? The game detects the device, but the buttons do not work. In other games, everything works.

As I understand it, in the beta version they made native support for M1, but the gamepads still do not work
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Showing 31-45 of 83 comments
Tryslin <3 May 27, 2021 @ 5:11am 
Originally posted by tintingaroo:
Originally posted by Tryslin <3:

Nope everything completely default settings in game. My Native input is disabled. Ive played 12 hours and its worked flawlessly

Thanks, this is good info.

OS version?

Also if you ever try the HK beta (no rush) please let me know how it goes with the controller.

Im on Big Sur Beta 11.5 But I dont think it will matter as long as youre on whatever the controller patch was done. (11.3* or something?)

If I install the beta will i still have my main save/main game as well or do I lose that progress? I can install the beta if not and let you know.
tintingaroo May 27, 2021 @ 2:59pm 
Originally posted by Tryslin <3:
Originally posted by tintingaroo:

Thanks, this is good info.

OS version?

Also if you ever try the HK beta (no rush) please let me know how it goes with the controller.

Im on Big Sur Beta 11.5 But I dont think it will matter as long as youre on whatever the controller patch was done. (11.3* or something?)

If I install the beta will i still have my main save/main game as well or do I lose that progress? I can install the beta if not and let you know.

Progress will remain. I don't know if saves are compatible from beta back to stable though, so best to make a copy of the save folder in case you want to return to the stable version.

Saves folder:
~/Library/Application Support/unity.Team Cherry.Hollow Knight

There's also the configuration files folder which you may also want to backup before launching the beta. I'll have to see if I can find the location.

On Mac OS X PlayerPrefs are stored in ~/Library/Preferences folder, in a file named unity.[company name].[product name].plist, where company and product names are the names set up in Project Settings.

So rather than a folder, a file. Look for:
~/Library/Preferences/unity.Team Cherry.Hollow Knight.plist
Last edited by tintingaroo; May 27, 2021 @ 3:32pm
NorrinMark Jul 2, 2021 @ 4:47pm 
Hi guys. I'm trying play Tomb Raider (2013) on M1 MacBook Pro with a PS5 controller and I tried a lot of ways and nothing works for me. help, please
Originally posted by Rogue85:
Native mode ON

A=0
B=1
X=2
Y=3

L Bumper=4
R Bumper=5

L Trigger=6
R Trigger=7

View=8
Menu=9

L Stick Click=10
R Stick Click=11

(Dpad)
Up=12
Down=13
Left=14
Right=15

Guide=16

Thanks!

Hey, I have same layout with my Xbox One Controller. Native ON in-game. Controller I've an issue with trigger buttons, LT and RT - they does not work, game cannot see them even in remap window.
I'm playing Hollow Knight 1.5.75.11827 on Steam (on MacBook Pro M1).
tintingaroo Jul 10, 2021 @ 9:36am 
Originally posted by rustivision cu@LAN:

Hey, I have same layout with my Xbox One Controller. Native ON in-game. Controller I've an issue with trigger buttons, LT and RT - they does not work, game cannot see them even in remap window.
I'm playing Hollow Knight 1.5.75.11827 on Steam (on MacBook Pro M1).

Please try with this instead - it's still not the best but could give better info than the gamepad-tester:

https://steamcommunity.com/app/367520/discussions/0/1621724915787605440/?ctp=2#c3048357185557039651

The proper thing is a tool like that but made in Unity. We may be able to find the trigger axes by trial and error, though.

If your controller has Bluetooth, then we can get that going. I just bought a gamepad that can use BT when operating as an Xbox pad - and was able to get a fully working profile.
Originally posted by tintingaroo:
Originally posted by rustivision cu@LAN:

Hey, I have same layout with my Xbox One Controller. Native ON in-game. Controller I've an issue with trigger buttons, LT and RT - they does not work, game cannot see them even in remap window.
I'm playing Hollow Knight 1.5.75.11827 on Steam (on MacBook Pro M1).

Please try with this instead - it's still not the best but could give better info than the gamepad-tester:

https://steamcommunity.com/app/367520/discussions/0/1621724915787605440/?ctp=2#c3048357185557039651

The proper thing is a tool like that but made in Unity. We may be able to find the trigger axes by trial and error, though.

If your controller has Bluetooth, then we can get that going. I just bought a gamepad that can use BT when operating as an Xbox pad - and was able to get a fully working profile.

Yes, it has a Bluetooth and it is a way I connect it with my Mac.
For others who cannot run the tool on Mac: the tool cannot be run as It origins from unknown dev, so it has to be opened from Finder > left control + left mouse button on the tool > from context menu select Open > then in the popup Open option is available.

Mapping string for "Xbox Wireless Controller" is "030000005e040000fd02000003090000,Xbox Wireless Controller,platform:Mac OS X,a:b0,b:b1,x:b3,y:b4,back:b16,guide:b15,start:b11,leftstick:b13,rightstick:b14,leftshoulder:b6,rightshoulder:b7,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a5,righttrigger:a4,"
tintingaroo Jul 31, 2021 @ 9:33am 
@ rustivision
I see that the profile for that controller doesn't have triggers nor view button mappings which explains why it's not working. IIRC I read the creator of InControl saying the triggers didn't work with the One S BT on Mac (vid:45e pid:2fd), but we'll see. If this works then maybe someone submitted an incorrect profile to him or something.


RIght-click Hollow Knight in the Steam Library > Properties > Local Files > Browse...

Right-click hollow_knight(.app) (might be named Hollow Knight(.app)) > Show Package Contents > Contents/Resources/Data/Managed/

Make a backup of the original Assembly-CSharp.dll if you wish

Download and paste in the edited version from the link: https://drive.google.com/file/d/1PIOecV7Y2ExKlyckqFScs2K3P_H7J-bQ/view?usp=sharing

If not already enabled, turn on Native Controller Input in the game (Options > Controller). You have to quit and restart the game for the change of that setting to apply.
rustivision cu@LAN Jul 31, 2021 @ 10:59am 
Originally posted by tintingaroo:
@ rustivision
I see that the profile for that controller doesn't have triggers nor view button mappings which explains why it's not working. IIRC I read the creator of InControl saying the triggers didn't work with the One S BT on Mac (vid:45e pid:2fd), but we'll see. If this works then maybe someone submitted an incorrect profile to him or something.


RIght-click Hollow Knight in the Steam Library > Properties > Local Files > Browse...

Right-click hollow_knight(.app) (might be named Hollow Knight(.app)) > Show Package Contents > Contents/Resources/Data/Managed/

Make a backup of the original Assembly-CSharp.dll if you wish

Download and paste in the edited version from the link: https://drive.google.com/file/d/1PIOecV7Y2ExKlyckqFScs2K3P_H7J-bQ/view?usp=sharing

If not already enabled, turn on Native Controller Input in the game (Options > Controller). You have to quit and restart the game for the change of that setting to apply.

Thank you for interest in my case. For me it is really bizarre the profile lacks buttons. Unfortunately the file you gave me starts the game, but triggers doesn't work still.

I found out "a workaround" you probably mentioned somewhere on forum to switch to 8bitDo controller. I've borrowed SN30 pro+ and tried it - triggers work on Mac! So far so good for Hollow Knight I can use it.. However I'm more used to Xbox controller so will stick to it in other games (Celeste - which is not written in Unity, so I think no way to ask them how they managed the triggers to work).

I can still test more your ideas, I appreciate your great work on HK.
tintingaroo Jul 31, 2021 @ 4:25pm 
Nooooo! I was hoping it was going to work...
Maybe the profile is correct and Unity really just can't fully read the controller with the combination of BT, macOS and maybe InControl :/
I hope that's not the case.

Did the View button open the Inventory with the modded file or was there no function as before?

Originally posted by rustivision cu@LAN:
I can still test more your ideas, I appreciate your great work on HK.

Thank you and YES, THANK YOU for the offer to test more ideas!! :D
Thanano Jul 31, 2021 @ 8:40pm 
Originally posted by tintingaroo:
Originally posted by rustivision cu@LAN:

Hey, I have same layout with my Xbox One Controller. Native ON in-game. Controller I've an issue with trigger buttons, LT and RT - they does not work, game cannot see them even in remap window.
I'm playing Hollow Knight 1.5.75.11827 on Steam (on MacBook Pro M1).

Please try with this instead - it's still not the best but could give better info than the gamepad-tester:

https://steamcommunity.com/app/367520/discussions/0/1621724915787605440/?ctp=2#c3048357185557039651

The proper thing is a tool like that but made in Unity. We may be able to find the trigger axes by trial and error, though.

If your controller has Bluetooth, then we can get that going. I just bought a gamepad that can use BT when operating as an Xbox pad - and was able to get a fully working profile.

Thank you for your effort.
I have the same problem on my MacBook air with M1 on which LT, RT, and inventory button don't work in HK.
I've tried all solutions you offered but none of them work :(. I give up for now but I think I can offer the information below for thanking you.

030000005e040000fd02000003090000,Xbox Wireless Controller,platform:Mac OS X,a:b0,b:b1,x:b3,y:b4,back:b16,guide:b12,start:b11,leftstick:b13,rightstick:b14,leftshoulder:b6,rightshoulder:b7,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a5,righttrigger:a4,
tintingaroo Jul 31, 2021 @ 8:51pm 
Another question, rusti: has the controller's firmware been updated? I'm seeing this: https://steamcommunity.com/groups/SteamClientBeta/discussions/0/154641879458925378/
That was for the controller and Steam some years back but main thought is that the mapping changed with the upgrade. It doesn't necessarily help us but I'm curious about this.

UPDATE: NOT DIRECTLY RELATED IN HK CASE, BUT INFO FROM THE FOLLOWING LINK: DON'T UPDATE THE FIRMWARE

https://forum.shadow.tech/compatibility-44/xbox-one-s-controller-connected-via-bluetooth-in-macos-has-mismatched-controls-477

(Sorry, this is late for you rusti. It may be different as in their case they experienced the trigger affecting right stick - sounds like they were sharing the same axis to some degree)

Update: Reading more into it, as I understand it, it seems not to be an issue that would affect you, rusti.
Last edited by tintingaroo; Aug 2, 2021 @ 12:32pm
Originally posted by tintingaroo:
Nooooo! I was hoping it was going to work...
Maybe the profile is correct and Unity really just can't fully read the controller with the combination of BT, macOS and maybe InControl :/
I hope that's not the case.

Did the View button open the Inventory with the modded file or was there no function as before?

Originally posted by rustivision cu@LAN:
I can still test more your ideas, I appreciate your great work on HK.

Thank you and YES, THANK YOU for the offer to test more ideas!! :D

Unfortunately the View button still does not open the in-game Inventory. There is no way to open it from controller at all. LT, RT and View does nothing in-game as in Remap Controls window. (I'm testing with normal game 110% save)
Originally posted by tintingaroo:
Another question, rusti: has the controller's firmware been updated? I'm seeing this: https://steamcommunity.com/groups/SteamClientBeta/discussions/0/154641879458925378/
That was for the controller and Steam some years back but main thought is that the mapping changed with the upgrade. It doesn't necessarily help us but I'm curious about this.

This is interesting the mappings can change after the update.
So I read the thread and found out the safest way to upgrade the Xbox One controller (via USB cable and Xbox Accessories app on PC with Windows 10). It turned out I had outdated firmware.
Original version: 3.1.1221.0
Update version: 4.8.1923.0

I ran HK with changed Assembly-CSharp.dll - no luck, same issue with LT/RT/View buttons.

Curious if mappings have changed I run SDL2 Gamepad Tool and compared freshly created mappings - the string I posted before and new are exactly the same.

On gamepad-tester.com the mapping isn't changed as well - LT/RT/View are B6/B7/B16 respectively.
Last edited by rustivision cu@LAN; Aug 1, 2021 @ 1:04pm
tintingaroo Aug 1, 2021 @ 3:08pm 
Hmm, interesting stuff. Perhaps the mapping change came in an earlier firmware update :/
EDIT: Rather than firmware, maybe previous versions of the controller. (I now understand what you mean by 'original'. I had been reading it and thinking 'previous'.)

I'll make a different profile we could try with the updated controller.

If you would, please try the demo for this game:
https://store.steampowered.com/app/718010/Robbie_Swifthand_and_the_Orb_of_Mysteries/

It's made in Unity and has a control mapping function but doesn't use InControl.
With this we could at least see if Unity (or at least the version this game uses) reads the triggers/view button.

When it's started it first opens up a configuration dialog window, just click Play for now.
In the game's menu use the arrow keys with space bar for select.
Go to Options > Gamepad Keys. Select the 1st option and pull a trigger.
If it reads it, it'll say what as, e.g. +joystick axis 5.
Select it again and see what it has for the other trigger.
Also try with the View button.
The menu can be a bit weird in operation. :D (I was there when the game was in early access but since I play with KB, I never experienced just how odd it can be mapping things on gamepad. It's still a bit odd on KB though... After seeing how things are done in HK/InControl, I think I see a better way they could have implemented things)

If it doesn't register a trigger pull even after three or so pulls, exit the game, then re-open it. At the configuration dialog window, choose Input. Double-click on Axis 8 row, but in Primary column (it doesn't show grid lines so just line up the mouse with the word Primary).
You should get a message saying 'Move the Joystick Axis...'
Pull a trigger and hopefully it accepts that input. It won't show anything in that window though.
Not sure if necessary, but do the same in Axis 7 row but pull the other trigger.

Then click Play and try the previous steps in the Gamepad Keys menu.

If it reads anything, note down what it has for them. The -/+ may change even for the same trigger but we can go deeper into that later.
Last edited by tintingaroo; Aug 1, 2021 @ 7:26pm
@tintingaroo , I've followed the instructions in Robbie Swifthand. The font is a bit funny, I wasn't sure View button mapped to JOYSTICKBUTTON3 or JOYSTICKBUTTON13 (rather the latter). Both triggers on the first run did not worked in this title as well.

After a rerun, in configuration dialog window I selected Primary columns next to Axis 8, popup appeared to move the axis as you said. Sadly both triggers were not detected, only analog sticks were able to close the popup.
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Date Posted: May 20, 2021 @ 8:14am
Posts: 83