BitLegit
Just a couple of kids tryin' to make it on their own.
WiiBuddy for Windows (has hit a few bumps in the road)
December 5, 2012
Posted by on So just in case any more people come here to inquire about WiiBuddy for Windows, I figured I’d make a post to let you know the state of things.
Essentially the problem, has something to do with establishing the bluetooth connection to the Wii remotes. We have no trouble doing it outside of Unity, but doing it inside of Unity immediately causes the remote to disconnect. It’s a problem.
Fortunately, we’ve been in contact with some engineers over at Unity. So if all goes well, we should be able to slap together a Windows version lickity split.
Hello. We recently purchased WiiBuddy. When we try to run the demo scene, it shows
an exception (dllnotfoundexception).
We like to know what to do in this case, because we haven’t been able to
use the asset.
Thanks in advance
Hm. Are you running Unity in Windows or on a Mac? If you’re running on a Mac, you shouldn’t see that error so long as “WiiBuddy.bundle” is located in your “Plugins.”
If you’re running on Windows, I apologize but the Windows version of the asset isn’t ready yet. We put a notice in the description in the Asset Store and this post you’re commenting on even says that the Windows version is not ready. Once we have finished the Windows version and update WiiBuddy to contain it, you should be able to update what you already have as well.
I’m sorry for the convenience. I hope this answers your question.
Just wandering when will the WiiBuddy will support for windows. I am looking forward to it.
I should be meeting with a friend this week. Once we can establish a connection to a wiimote on the Windows side, everything should be fairly simple. Windows and Mac OS deal with bluetooth very differently and the way Windows does it creates conflict with Unity when you try to use a wiimote… but it can be done!!!
Sounds great! My project is currently using UniWii in Unity 4 Windows 7. The connection is not reliable in terms of that we have to re-connect the wiimote again in Bluetooth device whenever we re-start the Unity program. Hopefully, this could be fixed in the WiiBuddy Windows version. I can’t wait.