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SDL_OpenGamepad(0) doesn't work with latest SDL3. Now we need to get all the gamepags, then we need to open it: int pads = 0; auto ids = SDL_GetGamepads(&pads); auto joyId = SDL_OpenGamepad(ids[0]); ... SDL_CloseGamepad(joyId); A new function ImGui_ImplSDL3_SetGamepad is needed to allow the user to set which gamepad will be used for Ui Navigation, as we shouldn't open/ close the gamepad for each frame.
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