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Over the years we’ve developed various technologies to aid our efforts in creating compelling interactive entertainment. Here is a list of some that are publically available for use.

Architectural Visualization Toolkit

Our Architectural Visualization Toolkit Unity enables architectural viz & design firms the shortest path to realizing their own real-time visualization and walkthroughs in Unity3D.

Features

  • Overhead map (toggle).
  • Camera adjustment during playback (zoom, height, etc.).
  • Multiple scene support.
  • Scene-based music player.
  • Auto fly-through attract mode.
  • Joystick navigation support.
  • Complete documentation.
  • Easy setup & installation; takes minutes!

Contact us for details »

UniWii for Windows

Enables use of Nintendo’s Wii Remote in games & applications made with Unity3D deployed on Windows.

Full-featured, the plug-in includes support for the Nunchuck & other peripheral add-ons, as well a real-time test application (pictured).

Usage documentation can be found here.

Download

We’ve made this Unity plugin for Windows available free for non-commercial & educational use, and available for commercial use for a small fee.

Full license details & Unity package are included in the ByDesign-Games_UniWii-for-Windows_Redistributable »

12 Responses to “Technology”

  1. Hello Bydesign Games!

    I write to you in regard to the Uniwii plugin you have created for Unity3D. First off, let me say great work. It has proven handy in my education already. I have a question though. Does it support the Wii Motionplus module which provides rotational sensing in an x,y plane?
    I dont see this mentioned anywhere, so Im guessing it does not. If that is the case, is there a chance we will see an updated version that is able to read data from the gyros of the Wii Motionplus module?

    Thanks

    Martin Bach Nielsen

  2. Hi Martin,
    Glad to hear this is useful. Would love to see what you’re using it with, if available. Post a link?
    As for Wii MotionPlus, we’ve no current plans to support the add-on, but that could change within a fews months; will post back here if / when plans change.
    Regards,
    Joe @ BDG

  3. Hi again

    Unfortunately, i have no online documentation of these small projects, but we are developing little game snippets, that do or do not get completed :) We tried implementing the use of a wiimote as a controller for aircrafts, using a wiimote for interactive presentations etc. These projects arent meant to be finished as we are not given enough time.
    But for this last semester, we are desperate to make use of the Wii Motion plus, so that we can use a wiimote/nunchuk combo to control a first/third person shooter that we are developing. We only have roughly 4 months time, so none of us have the time or skill to write a plugin ourselves. Besides, the game design and “how-do-we-use-the-wiimote-data” are the main focus areas. Im sad to hear that this is not planned, but I will definately stay tuned (and pray silently at night:))

    Regards Martin

  4. Cheers for the details. We haven’t looked at the Wii Motion Plus yet, but considering it plugs into the expansion port, it may already be seen by the plugin.
    Have you tested it with the existing plugin yet?

  5. no, we havent tried it yet, we’re still waiting for the delivery guy. I will post here when we find out.

  6. So, after receiving the Wii Motion plus, I can say that the plugin does not pick up on the expansion device. Leaving this info here for other curious souls to see :)

  7. Thanks for looking into this & reporting back. Indeed, if / when we post an update, including Wii Motion Plus, you’ll see it here! :)

  8. Hi,
    I’ve been working with Uniwii for a while and am wondering if I’m able to use it to pull raw IR data instead of the single values that are returned by wiimote_getIrY and wiimote_getIrX. In order to to handle proper absolute aiming, 4 points are required to determine screen keystone if you are not directly in front of screen.

  9. Hey,

    First of all congrats on your awesome plugin, it’s a lifesaver eheh

    Although I’m having a problem. The wiimote cannot sense the getYaw. It is exactly the axis I need on my project. I’m using the wheel adapter and the remote is turning on the yaw right?

    Best regards

  10. haylo ,
    im new here in this course game tech .so i don`t know how to create a game and games is what .so please ,anybody wants to explain to me .uhu

    p/s:ehe ,my english not so good .hope understand what im trying 2 say .tanx

  11. why the wiimote_getYaw() function always return 0 ????

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