Showing posts with label WiiFlash. Show all posts
Showing posts with label WiiFlash. Show all posts

Sunday, February 07, 2010

Video tutorial: Hooking Up Your Wii Remote In Unity Indie

I've put together a (7-part) video tutorial that shows you how to get your Wii Remote working in Unity Indie. In short, I send data from the Wii Remote to Flash, and then these data are being passed to Unity.

So the tutorial covers two things:
Exchanging data between Flash and Unity with U3dObject
Hooking up your wiimote with WiiFlash

If you don't have a wiimote or are not interested in the wii part, the video may still be worth watching if you want to know how to set up communication between Flash and Unity; something that could serve many more purposes than just the wii thing.

The videos discuss only the Wii Remote, but hooking up your Nunchuck is just as easy. Also, the balance board is supported by WiiFlash.

The tutorial got a little longer than I had in mind - total running time is 55 minutes - but if you have a Flash or/and Unity background, you may want to skip forward here and there.

I have bundled two example projects, which you can find here. I included the simple project from the video tutorial, and also a second project, which demonstrates how to hook up the Wii Remote and Nunchuck to Unity's FPS_Tutorial.

UPDATE: In the video I say that the latest mac version of the WiiFlash server - 0.4.5 - was not working for me. I have tried it again, and now it seems to work fine - not sure what happened last time. Keep in mind though that you may have to tell it to open in 32-bit mode. Right-click on the app, select Get Info and check the Open in 32-bit Mode checkbox.













Tuesday, July 15, 2008

WiiFlash and the UMap v1.0 component

UMap is an ActionScript 3.0 Mapping API, released by afcomponents. The free component allows you to create maps with interactive data layers. When I was playing around with it, it suddenly ocurred to me that you can combine this with WiiFlash.

So here is a video that demonstrates just that :-).



What you need to make this work is:
- a wii remote controller
- a nunchuck controller
- the wiiflash server and api
- a bluetooth enabled computer

The video shows a couple of things:
- using the wii remote minus and plus buttons to zoom out and in.
- using the wii remote up, down, left and right buttons to pan the map.
- using the nunchuck joystick as your mouse (with a custom mouse cursor), including a CLICK event.
- using the pitch and roll of the nunchuck, while holding the z button, to pan in an alternative way.

Source files: WiiFlash_UMap.zip

UPDATE 16.07.08:
If you have a wiimote and nunchuck you can to try it online, here is the online version:

http://www.seedylifestyle.com/wiiflash_umap/WiiFlash_Umap.html


Make sure you download the latest WiiFlash server (0.4.1), because that one allows your wii controllers to send data to online swf's! It's a little buggy, so you may have to click Continue and then refresh the page once or a couple of times :-).

Download Windows version

Download Mac version
(Alpha version, 30 Jun. 2008)

Tuesday, June 10, 2008

Papervision3D, WiiFlash and Phidgets session at FCNY

flash coders new york 2008
I'll be leading a session at the very friendly group of FlashcodersNY in New York City tomorrow night, at their weekly meeting.

The topics will be WiiFlash, Phidgets and a little Papervision3D.

Starts at 7 p.m.

I'll post the source files after the session has taken place.

UPDATE 11.07.08
Consuelo Karoly has made a video of this presentation. You can see it here

And here are the sourcefiles :-)

Sunday, April 06, 2008

WiiFlash with Papervision3D and Phidgets Servomotor

A short video of using the Wiimote and WiiFlash to send data to a Papervision3D scene and at the same time to a servomotor.



To smoothen out the movement of the cube I used the code found here - UPDATE: link is being reported as unsafe, so i removed it, see source files for code - and I then used Tweener which makes it very smooth :-).

Source files: WiiFlash_PV3D_Phidgets.zip