Comments (7)
Just tried it with visual studio c# 2008 and no change.
Original comment by [email protected]
on 2 May 2011 at 7:47
from moveme.
Hi,
First, You should know that PSMoveSharp is just sample code and should not be
considered a full application. Some of the tabs require an undocumented input
sequence to activate properly (read the source).
Second, can you try the following steps:
1) Launch Move.Me and press a button to hide the startup screen.
2) Calibrate the Move controller by pointing it at the camera and pressing the
Move button. If this is successful the sphere will be lit and you should see
yourself holding a sword. You should also see "GEM[0] - TRACKING" on the left
of the screen. Let me know what it says in the square brackets underneath that
line.
3) Launch PSMoveSharpTest and connect to Move.Me
4) Under 'Connected', you should see a check mark next to "1" and you should
see the "Motion" tab update.
Alternatively, if you do not calibrate the controller before connecting the
PSMoveSharpTest application, you must press the "Calibrate" button while
pointing the Move at the camera and then press the "Track all" button activate
tracking on the Move.
Original comment by [email protected]
on 12 May 2011 at 3:20
from moveme.
Do you need anymore assistance on this issue?
Thanks,
John
Original comment by [email protected]
on 10 Aug 2011 at 3:25
from moveme.
Hi
I had the same issues and resolved them (at least the ones on Nav tab) by
configuring (or disabling) the windows firewall.
apparently the UDP data had trouble getting back from the PS3.
Baruch
Original comment by [email protected]
on 16 Aug 2011 at 10:22
from moveme.
Hi,
Thanks Baruch. Let me summarize the Move.Me network protocol here.
1) The client application connects over TCP. This is a connection going from
your development machine to the PS3. You know whether or not this succeeded by
the Move.Me GUI indicating that a connection has been made. Also, your client
software should return an error if it couldn't connect.
2) The client negotiates with the PS3 a UDP port for the PS3 to send data back
on. UDP is a connection-less protocol so the PS3 has no way of knowing whether
or not the packets made it from the PS3 back to the development machine.
If you've gotten (1) to work but you don't get any data back, chances are you
have a firewall (router or operating system provided) that is blocking incoming
UDP packets. Disable or add exceptions to the firewall.
If you can't get (1) to work, first step is to try and telnet from your machine
to the PS3 on port 7899. If you can't telnet to the port you have some other
network problem. It could still be firewall based- some firewalls don't allow
outgoing connections on certain ports. But, it could be that the PS3's network
setup is incorrect. You can see what IP address the PS3 is waiting for in the
upper left hand window.
HTH,
John
Original comment by [email protected]
on 16 Aug 2011 at 10:37
from moveme.
User error.
Original comment by [email protected]
on 19 Oct 2011 at 3:58
- Changed state: Invalid
from moveme.
confirmed! must manually add to the default Windows firewall, otherwise data
can't be streamed even though connection can be made. In my case I have the
Symantec Endpoint protection (Win7 x64) but the default Windows firewall is
still functioning and blocked UDP packets, took me a long time to figure this
out...
Original comment by [email protected]
on 16 Dec 2012 at 3:35
from moveme.
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from moveme.