Just a couple of kids tryin' to make it on their own.
Hello again. I’m typing this in a hurry since I have a lot going on besides WiiBuddy, but I wanted to let you all know that I’ve just submitted an update to the Asset Store.
So from now on (once the update is approved)….
-WiiBuddy on Windows10 will now function properly.
-Standalone builds in 64-bit Mac should funciton properly.
-Mac versions should be able to connect with the WiiU Pro controller (I forget if that was available in the last version)
Also, WiiBuddy now requires you to have Unity 5.0.4 or later, because I didn’t have the time to update the package for older versions of Unity and no one uses them anymore.
If you download the update and any of these things seem untrue or if you spot any more problems, please let me know and I will fix things for you as soon as possible.
I deeply apologize for this update taking so long.
An important update is on the way to the asset store to stop the Windows version from crashing Unity for some of you. If you experience this problem, just know that a solution is on the way.
I’m posting this to inform you all that I have just submitted an update to WiiBuddy on the asset store. As of the time of this posting, it is pending approval. This update contains two things.
This update was very difficult for both Stew and I to work on since we both have numerous other commitments and live on different sides of the country now. You’ve all been very supportive and we’re glad we could finally get this to you. If you encounter any bugs at all, please don’t hesitate to contact us at email@example.com .
Rejoice! If you are using Unity5, there is a new WiiBuddy update for handling both 64-bit and 32-bit environments. Also, the free version of Unity5 allows you to use plugins. So pro is no longer required for WiiBuddy! Rejoice!
On a more somber note, we’re still not sure if we’ll be able to get around to WiiBuddy for Windows any time soon. Life happens. Sorry.
Thanks largely to the contributions of a very dedicated supporter of WiiBuddy, who goes by “Nate Eight”, we actually now have some basic functionality working with WiiBuddy on Windows.
The problems at hand now aren’t terribly intimidating, so long as Stew and I can keep up the momentum and get together and do some more work in the near future. Obviously, as things get better, I’ll be sure to post about it here.
Thanks largely to a select few amongst you, the community, significant progress has been made towards bringing WiiBuddy to Windows. The remotes connect just fine now and all that is left to do is to fully implement and test all of the remote extensions (easy) and get everything to work with the “TR” remotes (not so easy).
A refresher for those of you that aren’t aware, when Nintendo started making wiimotes with motion plus built into them, all was still right in the jungle. However, a few months after that, a new breed of remote emerged with the bluetooth identification of “Nintendo RVL-CNT-01-TR“. These remotes also have motion plus built into them but also work slightly different beyond that. They’re completely indistinguishable to the common user, but we are not common users, are we.
I still do not have consistent access to Unity Pro on a PC, but I am still able to move this forward. Hopefully, I will have even better news in a short while.
Just to give everyone an update, GDC has finally come and gone and we should finally be able to dedicate some time to WiiBuddy for Windows and make some actual progress. We have a plan of attack and I’m fairly confident in it.
Aside from that, I’ve been working on an entirely separate iPhone game. In a short while, I should be posting some video and good news.
In case you’re interested in WiiBuddy but aren’t sure about it yet. Here’s a Mac OS standalone of the playable demo scene that comes with WiiBuddy. You can connect your wiimotes in the scene and see some fancy moving primitives and input data and stuffffff.
Just push the find button in the scene and then push the red sync button on your remote. At that point, it should connect your remote (or balance board) and start making magic. Feel free to point your wiimote at a sensor bar if you have one also (I’ve also heard two candles can do the trick if you’re a crazy person).
You can connect multiple remotes but it will only display one remote’s input at a time. There will be buttons for switching between remotes.
Let me know if you have any problems! I’m always looking for more bugs to fix!
And here’s the video of me using an older version of the same scene![vimeo https://vimeo.com/53230125]
So I had been putting off the first update for a while because I’ve been in touch with a customer in Pakistan whose WiiRemote Plus seems to work a bit differently than those here in America. It’s been difficult to fix, especially since it’s impossible for me to actually get my hands on said remote. So I still don’t have that remote properly decoding motion plus data (and maybe extension data).
That might be a while, so the update I’ve put up deals with a few other issues.
Added support for older WiiRemote Plus models – Remotes with motion plus built in, but without the “TR” suffix on their bluetooth name weren’t detecting their motion plus. Fixed.
Fixed Motion Plus – Fast roll rotation was erroneously magnifying yaw rotation. Fixed.
Exposed Motion Plus Detection into Wii.cs – Now you can have a lot more control over whether or not to automatically calibrate motion plus when placed face down and can choose to calibrate it otherwise.
Added more Motion Plus functions for calibration and detection – You have more options for detecting and deactivating motion plus as well. Deactivating motion plus will be important once I make more IR data available (but only available in the absence of extensions and motion plus)
Added new Motion Plus functionality to Wii prefab inspector – New buttons in the prefab representing the new features I just mentioned.
Further explained Motion Plus detection in ReadMe – duh.
Fixed capitalization in API syntax – Hopefully this doesn’t cause any issues for people that already have WiiBuddy and have scripted a lot with it. I just noticed that not all of the functions in the API began with capital letters. Fixed?
And here’s the link to WiiBuddy on the Asset Store!
PS – Still no Windows version, but we have some fresh blood working on it. Perhaps I will be able to report progress in a week or so.
I’ve been working on a client’s project lately and it’s helped me notice some shortcoming in WiiBuddy’s API when it comes to motion plus. As it is now, it’s only set up to calibrate motion plus if you have the Wii prefab in your scene and it automatically attempts to calibrate right away (waiting for you to place the controller down face down).
While it’s possible for any user to rework things themselves to make this more convenient, I’ll be expanding the API soon to make using motion plus even more convenient and accurate.
I’ll probably release version 1.1 at the same time as WiiBuddy Lite, which is just about ready itself. We’re just waiting for some promotional art to be ready.