Hey! Some little bugs yes, but for what I have seen so far, after days debugging, it's in 95% of the cases due to construct 2. If your controller reacts, it is connected, it's as simple as that. Are you sure of your code C2 side? Do you broadcast game ready? Do you use a custom loader? Try Browser.log to debug. Quite honestly, my onjoins are all triggering.
Im quite sure is in C2, but in the pluggin, my side is easy as "on join - add player" but it doesn't trigger, i hard tested with console logs from both sides (controller and C2), and found 4 cases using the same code:
1º - It doesn't trigger deviceJoin but socket is reserved.
2º - It doesn't trigger deviceJoin AND socket is NOT reserved so 2 controllers have the same socket (this happens only in simulator)
3º - It triggers device join, but doesn't nicknamejoin or deviceIDJoin is 0 (i read that 0 it's suppsed to be the screen) or
4º - It triggers completly normal, perfect.
So maybe the first 3 or 4 players connected comes with one of the 3 first errors and the rest goes perfect.
Im not sure if the problem is in my controller because if i restart the controller it joins perfectly. ¿is there a way to check in the controller if it had join correctly?
Here is my controller
http://www.heroesestudios.com/BGDEx/controller.html