Multi-Controller Test — Up to 4 Gamepads
Connect up to four controllers at once and see each one detected, slotted, and monitored live. This multi-controller test confirms every pad in your local multiplayer setup is recognised and responding before the match starts.
Couch co-op falls apart when a controller drops out or two pads land in the same slot. The dashboard below assigns each gamepad to its own player slot, shows real-time activity for all of them side by side, and flags any that disconnect. Everything runs in your browser through the standard Gamepad API — no download, no signup, nothing leaves your device.
Connect your controllers
Plug in or pair up to four gamepads, then press a button on each one. Every controller you wake will claim a player slot below.
Each gamepad claims its own slot automatically. Press a button on a pad to see which slot it holds.
Testing four pads together, not one by one
A controller can pass every solo test and still cause trouble in a four-player setup. The problems that break couch co-op only appear when every pad is connected at the same time.
Slot assignment
Each gamepad claims a player slot in the order the browser sees it. Testing all four together shows exactly which pad landed in which slot — before a game does the same.
Shared-connection strain
Several wireless pads on one adapter, or a chain of USB hubs, can starve one controller of bandwidth. That only surfaces with every pad live at once.
Drop-outs under load
A pad that holds a steady solo connection can still drop when three others compete for the same radio space. The dashboard flags it the moment its slot empties.
Mixing wired and wireless pads
A four-player setup is rarely all-USB or all-Bluetooth. Here's how each connection type behaves when several controllers share one machine.
The most stable option for multiple pads. Each wired controller gets its own dedicated line. If you run short on ports, a powered USB hub handles the load far better than an unpowered one.
Convenient and cable-free, but every wireless pad shares the same radio band. Three or four at once is where interference and drop-outs are most likely — keep the pads close to the machine.
The most common real setup. Wiring even one or two pads over USB eases the wireless load and tends to make the whole four-player group more reliable.
When the slots don't line up
If the dashboard shows fewer pads than you connected, or a player is in the wrong slot, work through these in order.
Wake every pad
Press a button on each controller. A pad the browser hasn't seen input from won't hold a slot — an unwoken pad is the most common cause of a missing player.
Connect them in player order
Slots fill in detection order. To control who is Player 1 through 4, wake the pads one at a time in the order you want them assigned.
Re-seat a missing pad
If a controller still won't appear, unplug and replug it, or re-pair it over Bluetooth, then press a button to claim its slot.
Refresh and start clean
A page refresh clears all slots. Reconnect the pads one by one afterwards for a clean, predictable Player 1–4 assignment.
Setting up the four-pad test
A full multi-controller check takes a couple of minutes. Run the four steps in order for a clean Player 1–4 assignment.
Connect all pads
Plug in or pair every controller you want to test — up to four in total.
Wake them in order
Press a button on each pad one at a time, in your intended player order.
Check every slot
Confirm all four slots show "Connected" and the counter reads the right total.
Test each pad live
Press buttons and move sticks on every pad — watch each activity bar respond.
What a healthy four-pad setup looks like
Compare your dashboard against these marks. Hitting all four means your local multiplayer setup is ready.
All four slots stay filled
Once claimed, no slot drops back to "Empty" while the pads sit connected.
Each pad is in the right slot
Player 1 through 4 match the controllers you intended, in the right order.
Activity bars respond instantly
Every pad's bar reacts the moment you press a button or move a stick — no lag.
Inputs stay on their own slot
Pressing a button on one pad only moves that pad's readout — no crossover.