Just a couple of kids tryin' to make it on their own.
Recovering from GDC
April 1, 2013Posted by on
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.
great, looking forward to the windows support. thanks for the update.
If I buy the mac version now (I have a slow mac I can use to try it) will I have to buy the PC version later?
The PC version will be integrated into the same WiiBuddy product already on the Asset Store. So every time we update it, you will be able to download the update for free.
Hey any news about the Windows version ? Will it handle the latest Wiimotes ?
Hey. Sorry it took me this long to reply. This one got by me. I should have news about WiiBuddy for Windows in the next week or so. As for the latest Wiimotes, we were able to get all the newer remotes to work with the Mac version. So I’m optimistic about the Windows version. Hopefully I’ll find out soon enough. The school year is ending this week, so I should be able to get some help from my Windows-based friends.
Want to express interest in the Windows version of WiiBuddy. Can you add me to any email list you have for announcing when it’s ready.
Ha! Sure thing. I don’t think I’ll have an email list, but I’ll be sure to go through all these comments and let everyone know.
I got UniWii working in Unity, but it can only track ONE IR point at a time! I discovered the reason Wiimotes have a hard time connecting to Unity is because the newer Unity versions on Windows automatically make a connection with any potential joysticks (to the exclusivity of everything else, even libraries). So I worked around it by deleting all the inputs (Edit>Project Settings>Input) so that Size says “0”, and then I changed the .NET compatibility to .NET 2.0 in Edit>Project Settings>Player>Other Settings. Please get a Windows version of WiiBuddy working ASAP!
Wow. Thanks man. We ran into that exact problem forever ago and since have tried to get around the joystick conflict issue by rewriting everything in C++ instead of the C# that we had. This led to other issues such as Unity crashing when we tried to connect and the DLL not even being found unless it was on the same computer as we had compiled it. It’s been very frustrating and confusing since I’m still very new to both C++ and Visual Studio (such a silly compiler to give me such issues).
If what you’re saying pans out, we should be able to not only go back to our old code, but maybe even get it working on Unity Indie for Windows. Truly, you would be a savior to all.
I’ve contacted my partner about this. Hopefully, we’ll be able to get things rolling ASAFP.