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unity-wiimote's Issues

FindWiimotes always returns false

Method _FindWiimotes(WiimoteType type) at line 43 initializes a variable called found to be false, and returns the variable without assigning to it.

The variable found should be assigned true at line 86 within the scope of the if (remote == null) statement.

Note: if this is corrected, it will introduce a bug at line 39 in FindWiimotes.

The call to _FindWiimote in the statement "ret = ret || _FindWiimotes(WiimoteType.WIIMOTEPLUS" will only be executed if the value of ret is false (which it always is, erroneously).

The code in FindWiimotes() should be something like

bool ret1 = _FindWiimotes(WiimoteType.WIIMOTE);
bool ret2 = _FindWiimotes(WiimoteType.WIIMOTEPLUS);
return ret1 || ret2;

Demo/own application problem

Hi. I don't know if any of you faced the same problem. I can connect Wii MotionPlus Inside to my computer (Win10, working with Toshiba stack and Trust BT4.0). When I run demo, I can always change LEDs, but i don't always get response to pushed buttons. When it comes to "blackboard" and pointing, I was only once successful to see dots. WMP is never recognized.

In my own application, I can connect to Wiimote, change LEDs, but reading button data worked like once out of 10, even without me changing code.

I know it's kinda blurry, but can anyone, please, tell me what I might be doing wrong? I guess it's something trivial, but I'm stuck for few weeks now.

Can't get the correct rotation

Hi,

I try to use your library in a VR project and it's promising. I use two Wiimote for each hand. I can get the position of each wiimote but I can't get the rotation. How do you get the rotation?

Thanks.

Accessing the acceleration meter data and gyroscope

I don't know if I am particularly dense or if learning how to program as a dyslexic was a bad idea but I want to access the angle of the controller, basically (pseudo code)
if(tilt to left)
{
do stuff
}
if (tilt to right)
{
do more stuff
}
if(tilt upwards)
{
do something else
}

if(pulled straight up)
{
jump
}

I have no idea how to access these values and I've been trying to read through the readme file but I still don't get it.
I have a Wii Motion Plus controller and a dolphin bar
this error keep showing up also:
HidAPI reports error -1 on write:
UnityEngine.Debug:LogError(Object)
WiimoteApi.WiimoteManager:SendThread() (at Assets/Wiimote/Scripts/WiimoteManager.cs:169)

Can't success in "Request Identify WMP"

I'm trying to use my WiiMote (with MotionPlus inside), but I've found these problems:

  • LEDs are costantly flashing, even if I select numeric buttons
  • The "Request Identify WMP" can't find my wiimote (if I try to press that multiple times, it says "the request is pending")

What can I do?

Can't get demo fully working on windows.

I'm trying to get this to work on a windows computer.

I have tried this on mac and it works fine. However, when testing on windows i get about 50% functionality.

When using them demo I can press buttons and the visible feedback is shown on screen but i am unable to set LEDs and get IR data.

Has anyone experienced issues like this before?

Can't Read Nunchuck Data

I'm trying to read the data off the Nunchuk but failing...I feel like there's some initialization function that I'm not calling or something like that, because the sample scene works fine for me.

Here's my code to find the Wiimote:

WiimoteManager.FindWiimotes();

if (!WiimoteManager.HasWiimote()) { return; }

wiimote = WiimoteManager.Wiimotes[0];

wiimote.SendPlayerLED(false, false, false, false);

wiimote.SendDataReportMode(InputDataType.REPORT_EXT21);
wiimote.SetupIRCamera(IRDataType.BASIC);

if (wiimote.current_ext != ExtensionController.NUNCHUCK) { 
    print("no nunchuck");
    print(wiimote.current_ext.ToString());
    return; 
}

print("wiimote has nunchuck");
print("Stick: " + wiimote.Nunchuck.stick[0] + ", " + wiimote.Nunchuck.stick[1]);

I always get the no nunchuck line printed, and wiimore.current_ext.ToString() is reported as NONE. AS far as I can tell, that is expected behaviour, as the nunchuck isn't even fully detected at this point; I don't see the An extension has been connected. debug message until after these messages are printed out.

Here's my code in my Update() method:

if (!WiimoteManager.HasWiimote()) { return; }
wiimote = WiimoteManager.Wiimotes[0];

int ret;
do {
    ret = wiimote.ReadWiimoteData();
} while (ret > 0);

if (wiimote.current_ext == ExtensionController.NUNCHUCK) {
    NunchuckData data = wiimote.Nunchuck;
    print("got nunchuk!");

    // Use nunchuck data
    // ...

} else {
    print(wiimote.current_ext.ToString());
}

In this case, I always drop into the else block, even after the "An extension has been connected" message is printed out.

I sprinkled in some debug statements in Wiimote.cs and noticed that in RespondIdentifyExtension, the val identifier has the hex value 0xFF00A4200000, which is almost the same as the value for ID_Nunchuck except the highest byte is FF instead of 00.

I'm not sure what is causing this. Am I missing an initialization function somewhere? Am I supposed to send some data to the wiimote before trying to read nunchuck data?

Link to package returns 404

The link in the readme file for downloading the latest release version returns a 404 error. Here's hoping you can reupload it

IR points in 3D world example

Thank you for your hard work. Would it be possible to give an example on representing IR points in 3D world ie. move and shoot. I want to use the Wiimote to shoot moving objects in the 3D world.

Speaker support

Hello,
Very interesting project!
I saw you had speaker support on the roadmap, I thought I can open an issue to discuss it a bit.
Fortunately, writing audio data looks straight forward according to
http://wiibrew.org/wiki/Wiimote#Speaker
It is just writing a 0x18 report to send the data. More precisely, the sequence to enable the speaker is

Enable speaker (Send 0x04 to Output Report 0x14)
Mute speaker (Send 0x04 to Output Report 0x19)
Write 0x01 to register 0xa20009
Write 0x08 to register 0xa20001
Write 7-byte configuration to registers 0xa20001-0xa20008
Write 0x01 to register 0xa20008
Unmute speaker (Send 0x00 to Output Report 0x19)

And right after, it is writing the data with 0x18 reports.
The format seems to be documented enough, And also I found the dolphin emulator to be pretty inspiring.
It seems that also another challenge is to send these 20 bytes chunks at small and precise intervals.

So, a high level api could be getting the data from a Unity audio clip, but under the hood it's reading the content, resampling it, and sending it off to the remote.

I'm I missing anything else?
PS: I have no wiimote to test with whatsoever, but I will investigate this once I get hold of one.
Cheers

Wiimotionplus not detected cyclically.

Observed behaviour

On first execution the wiimotionplus is detected correctly, after quitting and launching it again I receive the following warning: Aborting read request: There is already a read request pending and then I receive the An extension has been disconnected message. The problem continues to occur at each nth execution where n is even and subsides at each nth execution where n is odd.

I cleanup the wiimote on the quit event so I'm not sure what could cause the problem, maybe I am missing something? Here is my code:

using UnityEngine;
using System.Collections;
using WiimoteApi;
using System.Runtime.Remoting;
using System.Threading;

public class WiimoteScript : MonoBehaviour
{
    private Wiimote wiimote;
    private bool wmp_activated = false;

    void Start ()
    {
        WiimoteManager.FindWiimotes ();

        if (WiimoteManager.HasWiimote ()) {
            Debug.Log ("Wiimote is connected");
            wiimote = WiimoteManager.Wiimotes [0];
            wiimote.SendPlayerLED (true, false, false, false);

            // set output data format
            wiimote.SendDataReportMode (InputDataType.REPORT_BUTTONS_ACCEL_EXT16);

            wiimote.RequestIdentifyWiiMotionPlus ();
        }
    }

    void Update ()
    {
        ReadWiimoteEvents ();
        ReadMotionPlus ();
    }

    void OnApplicationQuit ()
    {
        if (wiimote != null) {
            WiimoteManager.Cleanup (wiimote);
        }
    }

    void ReadMotionPlus ()
    {
        if (!wmp_activated && wiimote.wmp_attached) {
            wiimote.ActivateWiiMotionPlus ();
            wmp_activated = true;
            Debug.Log ("WiiMotionPlus activated");
        }
        if (wmp_activated && wiimote.current_ext == ExtensionController.MOTIONPLUS) {
            MotionPlusData data = wiimote.MotionPlus;
            Vector3 rotation = new Vector3 (data.PitchSpeed, data.RollSpeed, data.YawSpeed) / 95f;
            Debug.Log (rotation);
        }
    }

    void ReadWiimoteEvents ()
    {
        int nbOfEvents;
        do {
            nbOfEvents = wiimote.ReadWiimoteData ();
        } while (nbOfEvents > 0);
    }
}

Can't get working with anything bus BASIC IR data type.

So when running the demo, I can get Basic to work but Extended and Full don't work.

When running Extended i don't see all the IR dots. I only see one dot. (is this meant to happen?)

When running in Full mode it doesn't display anything and gives the following error in the console.

NullReferenceException: Object reference not set to an instance of an object UnityEngine.UI.MaskUtilities.GetStencilDepth (UnityEngine.Transform transform, UnityEngine.Transform stopAfter) (at /Users/builduser/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/MaskUtilities.cs:73) UnityEngine.UI.MaskableGraphic.GetModifiedMaterial (UnityEngine.Material baseMaterial) (at /Users/builduser/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/MaskableGraphic.cs:71) UnityEngine.UI.Graphic.get_materialForRendering () (at /Users/builduser/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Graphic.cs:245) UnityEngine.UI.Graphic.UpdateMaterial () (at /Users/builduser/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Graphic.cs:351) UnityEngine.UI.Graphic.Rebuild (CanvasUpdate update) (at /Users/builduser/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Graphic.cs:329) UnityEngine.UI.CanvasUpdateRegistry.PerformUpdate () (at /Users/builduser/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/CanvasUpdateRegistry.cs:149) UnityEngine.Canvas:SendWillRenderCanvases()

Do you have any ideas what is going on here? Is there anything i need to set/enable for Full mode?

I'm more interested in getting Full mode to work than Extended as i need the intensity of the IR dots.

Thanks for your help!

Unity crashes in the editor after running twice.

If I run the game and then stop it, and then press play again then Unity crashes, every time. In my experience with Unity, this happened to me when I made native plugins in C++ with infinite loops in threads. Idk if this is helpful or anything. I just wanted to note it

Can't get Gyroscope readings

Hey guys,
I been trying to get the demo to run, but the Gyroscope readings are just not appearing. I added a screenshot. The demo detects the Gyroscope but the values of speed and slow remain the same. Also the controller doesn't move like in the video. What did I miss?

2018-03-06

Linux DLL error

I get DllNotFoundException: hidapi error when trying to run my project on Linux

NullReferenceException in GetStencilDepth

Hello,

I am very excited to see this library. Thank you for your hard work. I opened up the repo in Unity 5.2.1f1 on Mac Yosemite and the Scene when I noticed this error showed up.

NullReferenceException: Object reference not set to an instance of an object
UnityEngine.UI.MaskUtilities.GetStencilDepth (UnityEngine.Transform transform, UnityEngine.Transform stopAfter) (at /Users/builduser/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/MaskUtilities.cs:73)
UnityEngine.UI.MaskableGraphic.GetModifiedMaterial (UnityEngine.Material baseMaterial) (at /Users/builduser/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/MaskableGraphic.cs:71)
UnityEngine.UI.Graphic.get_materialForRendering () (at /Users/builduser/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Graphic.cs:227)
UnityEngine.UI.Graphic.UpdateMaterial () (at /Users/builduser/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Graphic.cs:327)
UnityEngine.UI.Graphic.Rebuild (CanvasUpdate update) (at /Users/builduser/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Graphic.cs:311)
UnityEngine.UI.CanvasUpdateRegistry.PerformUpdate () (at /Users/builduser/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/CanvasUpdateRegistry.cs:107)

I managed to run the app and connect to the Wiimote. It showed that the buttons were pressed but the Wiimote was not moving. Afterwards I stopped running the game, and the screen went white and Unity stopped responding.

After some more digging it seems like this is related to the upgrade to 5.2. Please see this link: http://answers.unity3d.com/questions/1064569/upgrading-to-unity-52-all-image-script-components.html
Adding an Image Component got rid of these errors. I didn't do a pull request because the Image component has a white color, thus I wasn't sure what it is supposed to be.

HIDAPI error on build

Testing the wiimote on editor runs as expected but on build it does not respond. Reading the output log shows:
Incorrent Input to HIDAPI. No data has been sent.

This also occurs on the test scene provided. Has anyone been able to successfully use the wiimote on a built project?

Attempted on both Windows 10 and OSX
Wiimote model RVL-CNT-01

Android build

Hi,

First, Thanks for this great library! I'm very happy to have found this type of asset on github.

I use Unity-Wiimote in one of my games which will be available on PC and Android (it's a VR game). For now your plugin doesn't support Android. However I see that you use hidapi and it's compatible with Android. The question is: Do you think that the Android build of hidapi could allow us to use your plugin on Android too? The wiimote can be paired on an Android device.

Finally, the Dolphin team succeeded to paire, connect and use the Wiimote on Android.

I hope it can be done, it could be awesome!

Regards,
demonixis.

Accel doesnt work, gyro drifts instantly. No sensor fusion?

Hi, the unity project seems to work okay, however I get no indication that accelerometer is working. In the vídeo I can see some red lines indicating the direction of the acceleration vectors, but no such thing appears for me.

Also the motion plus drifts instantly after initialization whereas in the vídeo it seems to remain largely reliable for at least a few minutes. Could that be related to the seemingly nonworking accelerometer input?

Having asked these, is there some sort of sensor fusion at work in the API?

Thanks in advance!

wii remote plus

All buttons are recognised but this does not recognise the wii remote plus's built in wii motion plus

Calibration problems with the WiiMotionPlus

Hi ! First of all thank you for your work !

I encountered a problem while using the wiimotionplus extension: when I play your demo scene, the wiimote slowly unsyncs with the virtual model that seems to keep rotating even while the actual wiimote is left on a table without moving.

I calibrated it with the apropriate button of your GUI and reset the offset multiple time.

Plus it seems that my movments are 1/4th of what happens onscreen. (I tried compensating that doing "wmpOffset += offset * 4f" in the Update funtion of WiimoteDemo.cs" it seems to work aproximatly but the perpetual rotation I described above keeps ruining everything !

I am currently woking on a 64bit version of Windows 10 with Unity 5.2.0f3.

Acceleration Calibration don't works

Hi,
thank you for your great API!
For me there is one issue: If I calibrate the acceleration sensor, gravity is still affecting the values.
Is this normal or should the output be linear acceleration?

HIDapi reporting "Incorrect Function" in Unity

I am using Julian Loehr's Wiimote Driver to connect and pair my remote over bluetooth, which seems to be allowing the Wiimote API to recognize the remote (it doesn't otherwise). However, when I try running the example scene in the newest Unity version (2018.3.9) an error pops up in the console saying that the HIDapi is reporting an error on write: incorrect function error at line 325 of WiimoteManager.cs.

Is it something wrong with the fact that I'm using the driver, or have I set up the example scene wrong?

Can't work when builded with X86 .

Hi, guy
i had built the example scene. But it only works with X64.
it couldn't find the wiimote when built with x86.

as the log shown:
Incorrect Input to HIDAPI. No data has been sent.
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
WiimoteApi.Wiimote:SendWithType(OutputDataType, Byte[]) (at C:\Users\10713\Desktop\Unity-Wiimote-master\Unity-Wiimote-master\Assets\Wiimote\Scripts\Wiimote.cs:435)
WiimoteApi.Wiimote:SendStatusInfoRequest() (at C:\Users\10713\Desktop\Unity-Wiimote-master\Unity-Wiimote-master\Assets\Wiimote\Scripts\Wiimote.cs:516)
WiimoteApi.WiimoteManager:_FindWiimotes(WiimoteType) (at C:\Users\10713\Desktop\Unity-Wiimote-master\Unity-Wiimote-master\Assets\Wiimote\Scripts\WiimoteManager.cs:103)
WiimoteApi.WiimoteManager:FindWiimotes() (at C:\Users\10713\Desktop\Unity-Wiimote-master\Unity-Wiimote-master\Assets\Wiimote\Scripts\WiimoteManager.cs:39)
WiimoteDemo:OnGUI() (at C:\Users\10713\Desktop\Unity-Wiimote-master\Unity-Wiimote-master\Assets\Scripts\WiimoteDemo.cs:101)

Getting size data from IR

I currently get the Position X and Y from IR but I can't get anything more, the documentation is confusing to me and I can't work out where I need to alter the code to make it get more than the two?
Any help would be appreciated

IR how it work?

I try to move a 3D object with the wiiremote and the sensor bar but i don't understand how to get the IRData and get the the IR position to move my object. Can you help me plz?

Wii Balance board and Unity

Hi, i am trying to connect a balance board to my unity game using this plugin but it seems like if it recognice the device but the value is always "null", have anyone tryed something similar o can someone give me some ligth on it. Thank you.

Connecting Wiimote to Unity

I am trying to use your repo to get wiimote to interact with my game. I am currently using GlovePie to connect the Wii mote after which, I am able to connect a Wii mote and use it in my game. However, since our audience is for the blind, all of these steps are too convoluted. I was wondering if there is an easier way to connect a Wii mote to a PC and use it with your repo.

Missing features?

Hi guys,

in the README i found this part:

The API is capable of communicating and interpreting almost all useful data from the Wii Remote

Since the API can interpret almost all data, there is data which is not interpreted yet.
Can you list what is missing and why it is missing?

Sincerly
Grauen

IR Pointer

I noticed that the green dot pointer in the demo jumps to a random location during a swing. Is there a remedy to this? I am trying to analyze a swing, but unfortunately this jumps makes it inaccurate.

BB not set to an instance of an object

Hey, Thanks for the great work on the wii plug in.

I'm currently going through the demo scene to test if my controller works fine. At the moment the button input is working fine and it registers if I'm pressing them. One thing I can't seem to get working is the motion of moving the wii remote around to point at a position on the screen. Also I'm getting errors related to the BB game objects, not sure what they are, I've included an image to show things a little better.

wiibbnotset

Detecting where PointingPosition exactely goes off-screen

In some Wii games, you move the Wiimote extremely down and then extremely up again to trigger a weapon reload.
I tried to detect such extreme ups and down with Unity-Wiimote.

I tried a lot, but in the end I wasn't successful. Movement can be so quick that it's impossible to detect any movement direction, so it isn't possible to say something like "If pointer moved upwards and is off-screen now, user made an extreme upwards movement".

Also, I didn't find any way to say from this code...

        float[] midpoint = GetIRMidpoint();
        if (midpoint[0] < 0 || midpoint[1] < 0)
        { 
            return new float[] { -1, -1 };
        }

... where exactely the Pointer is now (upwards off-screen or downwards off-sceen).

What would be the best way to detect such extreme positions?

balance board

can i use a wii balance board with unity using this?

Problem with MotionPlus

Hello Flafla2! What an incredible work you have done here! I'm trying to use the WiiMotion Plus with your code but it seems to not be recognizing the motionPlus. I am following the code example on your mainpage.dox, where you are suggesting on doing something like this:

Wiimote remote; // Initialized previously
bool activated = false;

void Start() {
    remote.RequestIdentifyMotionPlus();
}

void Update() {
    if (!activated && remote.wmp_attached) {
        remote.ActivateWiiMotionPlus();
        activated = true;
    }

    if(activated && remote.current_ext == ExtensionController.MOTIONPLUS) {
        MotionPlusData data = remote.MotionPlus; // data!
        float dPitch = data.PitchSpeed;
        // Use the data...
    }
}

And I wrote into WiiMoteDemo.cs a function:

void RotateObjectAxis()
    {
        if (wiimote == null) return;
        Debug.Log("Entering RotateObject Method. WiiMotionPlusActive value: " + WiiMotionPlusActive.ToString());
        Debug.Log("wmp_attached value: " + wiimote.wmp_attached);

        //Code for the WiiMotionPlus
        if (!WiiMotionPlusActive && wiimote.wmp_attached)
        {
            Debug.Log("Activating MotionPlus...");
            wiimote.ActivateWiiMotionPlus();
            WiiMotionPlusActive = true;
        }
        Debug.Log(wiimote.current_ext.ToString());

        if (WiiMotionPlusActive && wiimote.current_ext == ExtensionController.MOTIONPLUS )
        {
            Debug.Log("Using MotionPlusData...");
            MotionPlusData motionPlusData = wiimote.MotionPlus; //Data!
            float dPitch = motionPlusData.PitchSpeed;
            float dYaw = motionPlusData.YawSpeed;
            float dRoll = motionPlusData.RollSpeed;

            BoxToMove.transform.rotation = new Quaternion(dPitch, dYaw, dRoll, 0f);
            Debug.Log("Pitch: " + dPitch.ToString() + " Yaw: " + dYaw.ToString() + " Roll: " + dRoll.ToString());
        }

    }

And another one:

//Function to check motionPlus
    void CheckMotionPlus()
    {
        wiimote.RequestIdentifyWiiMotionPlus();
        Debug.Log("MotionPlusChecked!");
    }

Then, I define a button OnGUI that every time is pressed calls CheckMotionPlus(). Also, RotateObjectAxis() is being called on the Update loop right after the ReadWiimoteData(), as you can see here:

void Update () {
        if (!WiimoteManager.HasWiimote()) { return; }

        wiimote = WiimoteManager.Wiimotes[0];

        int ret;
        do
        {
            ret = wiimote.ReadWiimoteData();
        } while (ret > 0);

        RotateObjectAxis();
}

Unfortunately, the "wmp_attached value" is always NONE when I'm having my motionPlus connected to the wiimote. If I connect a NUNCHUCK through the motionPlus, it only says NUNCHUCK, not MOTIONPLUS_NUNCHUCK.

Any clue on how to make the MotionPlus work or is it maybe that I am using your code the wrong way?

Thanks a lot for the work and looking forward to hearing from you! I'm honestly impressed by hat you did here!

Error message : Module not found

Hello!

I built a application with your plug-in at Unity 5.3.5 and windows 10.
It works very well.
But , some error show up as I run the same application at Windows 7.

The error message is

"Failed to load 'D:/...v/VColorCardSystem_Data/Plugins/hidapi.dll' with error 'Module not found。"

Did anyone have the same problem?

Gyroscope, motion ans nunchuck plus doesn't work

Hello,
i can't make the gyroscope and accelerometer work, i enable the wii motion plus i can see the dots on the screen but the wiimote object stay in the same position. what am i doing wrong ? also when i plug in the nunchuck i can see it on the UI but the buttons are false and the joystick positions stay at 0,0,
Thanks in advance

Gyroscope and Accelerometer Data Not Working

I am running the demo and the API and the Wii Mote RVL-036 on Windows 10 and the Gyroscope and accelerometer data is not being processed. The Wii Motion Plus data just sits at 0 and the accelerometer can be calibrated once, and then doesn't change after that. Any thoughts? I noticed that people were having similar issues based on comments on your YouTube video.

NullReferenceException in WiimoteManager - Cleanup

NullReferenceException: Object reference not set to an instance of an object
WiimoteApi.WiimoteManager.Cleanup (WiimoteApi.Wiimote remote) (at Assets/Wiimote/Scripts/WiimoteManager.cs:120)
WiimoteDemo.OnGUI () (at Assets/Scripts/WiimoteDemo.cs:104)

This error pops up after clicking Cleanup a few times.

Cannot communicate with wiimote in build

Hello,

I'm able to build and run the example scene you included. However, when I do so, it is unable to find the wiimote. When I'm working in Unity, I have no troubles finding the wiimote; it's in the build that I'm having troubles. When I run the build, I make sure that the unity editor is closed. I'm stumped as to why this is happening. Any help would be appreciated! Thanks! (:

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