Īny idea what i'm doing wrong here? i'm using OSCuMote 1.2 and Unity 2. When we deleted the WiiMoteTest.cs from the WiiMoteListener and instead attached our hacked version of WiiMoteTest.cs to a cube, we got it to wiggle around. Though not sure how well it works with actual motion. #OSCULATOR WINDOWS PATCH#Only workaround I can think of is to use something like JoyToKey with the Wii remote to convert it to key presses (A button F key) then just have the patch look for those specific key being pressed. i had a friend who knows some C# look at it. Curious what would be a good alternative since Osculator seems so robust. Osculator is responding to the buttons joystick, and i was able to get a different app to receive the button messages from Osculator using your settings.Īs you've probably guessed, i'm not a coder. no change appears in the in-game display for the buttons and joystick values when i press them. However, nothing happens in the demo when i move the wii - the sphere just drops onto the plane and sits motionless. GameOn.unity receives OSC data for Pitch, Roll Yaw, and these value changes appear in the in-game display. hope you have a minute to help me troubleshoot: I'm a performing artist and OSCuMote is a wonderful solution to help me add a Wii to my media performances, but i'm having some trouble. * Last thing could be an implementation issue from my part that i unfortunately don't have time at the moment to improve or look into it. (This is located in the "Wiimote drawer" in OSCulator) So here you might also be able to tweak things. * In OSCulator you can "smooth" the data. don't send ir data if you're not using it etc. I do have some recommendations that might speed up things though. I haven't had any issues with lagging as such. If you experience any memory leak and can track it down, please let me know I'm getting really busy at school so i might not have so much time to look deeper into it the coming month. It should only be an issue inside the unity editor and not when you have a standalone application (hopefully ). #OSCULATOR WINDOWS CODE#I did make a fix that worked when running the code from a normal C# program, however unity doesn't seem to want to stop the thread. I have also tried to fix the issue with the thread not stopping in unity when you stop running the application. After having it run for a while i haven't experienced any memory leaks. I have been looking into it and i think i was too quick with regards to the memory leak. #OSCULATOR WINDOWS PC#Its on my work pc which i cant access right now, so you'll have to wait for tomorrow.ĮDIT: Remember (and this is important) to have the same port number in the GlovePIE script AND in the WiimoteReciever script in Unity! otherwise you wont get squab out of it. That way, whenever you hit button A it will return 1.0, and if you dont it will return 0.0.Īnyway, to help ease things up a bit - if you havent figured it out by tomorrow i'll throw up my GlovePIE to Unity script which contains all that is needed for using all the buttons, pitch and roll and the XYZ (using sensor-bar) - so all you have to do is run it. In this case the data is sendt as a 1.0 - meaning it will always be true - we dont want that, so either directly link the button input through a Wiimote.A in glovepie, or store the data as a float in GlovePie using something like var.buttonA = wiimote.A. Then in the Unity Oscumote part, you ensure that the port in the script is set to the same (in this case 6000) - what the code you posted yourself then does is check the "/1/" value - if its a 1 - then it has found wiimote 1 and will access the GUI parts and such to be displayed in Unity. So for instance, this following code would send a message to the local pc, on port 6000 - and indicate what it is: (Cant guarantee the caps is correct but you'll see if it works when you e.g. That might be a direction that could be interesting to look into for the team, if they are planning and have not yet polished everything for a later release.Basically what you do from glovepie is that you send out the following: #OSCULATOR WINDOWS ANDROID#Open Stage Control creates a local webserver, meaning you can access the created frontend from any device that you want (same PC on a touhscreen, android phone, tablet - everything that can pen a website essentially). #OSCULATOR WINDOWS FULL#I programmed in all Keyswitches into Open Stage Control (similar to touchosc, but full free) and think that could be an interesting idea if it is possible to do: I feel more in control compared to.other samplers.īack to topic - I throw my voice in as well - and sincerely hope that it's not iOS exlisuve - but Android as well, and maybe even Windows. I like the Synchron Player (to be fair, I have very little experience with the VI Player).
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