Just a couple of kids tryin' to make it on their own.
Update for Unity5!
April 18, 2015Posted by on
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.
If a higher purchase price will help speed up the Windows compatibility option please let me know. I have a client that is really itching to integrate this functionality into our standalone Windows applications.
Hi, I’m just curious as to why on earth did you start with Mac only support? That’s kinda whack in all honesty since Mac is nowhere near as used as Windows in anything related to game development. So I think that you could really become more popular and boost your sales on the Unity Asset Store if you find a way to add Windows support. The fact of the matter is Mac is a crappy choice to make games on since it’s very very limited on what game development tools are available to it so this explains the reason there’s very few Mac games on Steam and elsewhere. So please take this into consideration because Mac only support is not a wise decision to be releasing any type of game development tool know what I mean.
I started in Mac because that’s what I was using at the time when I was working on a prototype using Wii controls. Once we started developing this as something for the asset store, we began development for both platforms, but quickly realized it was much easier on the Mac side. The c# solution for Windows worked outside of Unity, but conflicted with Unity’s own joystick detection and essentially self-destructed every time. The only way around this was to develop a C++ solution, something neither of us were very experienced in at the time. If I remember correctly, before we halted development, we had just barely gotten Unity to acknowledge the most basic of input on the Wii remote. Even then, our circumstances made it very difficult to progress further. We are aware of the lost sales that have resulted from our shortcomings, but it is what it is. Life happens.
having personally tried to code a c++ adaptation for wiimotes in unity myself…..I get it…BIG TIME. I finally had to give up on it because I just couldn’t get around the joystick vicegrip that unity puts on any devices connected to the machine. I will say there is a MASSIVE market, it seems, for a windows supported adapter like yours so please let me know the second you have even so much as a beta ok? 😀
Oh yeah I didn’t think about that. Sorry if I offended you I just want to buy your product so badly but I can’t afford a Mac. Anyway take your time bro and I’ll be sure to keep track of WiiBuddy. Also despite it doesn’t support Windows yet I still must say that your product definitely looks the best out of all of the ones that I’ve seen! Keep up the good work. Cheers!
Yet another request for a Win version. I would be happy to look at it and try and help. Everyone lauds this for Mac, so I really wish I could be using it as well.
People really like it? I’ve got a lot on my plate, but I’ll see what I can do this weekend.
I have yet to try it, but it certainly sounds like it would be the exact plugin I need to get the VR project I am working on going. I would tackle it myself, but would have to start from scratch and it sounds like you’ve got it most of the way already. I’m looking to create a prefab that would rely on it, so I guess I would essentially be sending some sales your way as well. If you would like to discuss further just shoot me an e-mail.