Open GoogleCodeExporter opened 9 years ago
I have been working with this in Unity for the past couple of days just to mess
around with it. Thinking of using it with the Oculus (I'm sick of the Hydra's
wires). So far it works ok - I have some trouble getting the BallManager to
get through creating balls for two Moves reliably though.
I had to do some work to get it working well in the unity editor also. The C
wrapper doesn't by default provide a way to shut down the moves and the camera
(the demo apps rely on the objects going out of scope, when running in the
editor the objects never go out of scope), so I had to add this functionality
locally. There are a couple of empty functions in MoveManager::closeMoves()
and MoveManager::closeCamera() that need to be filled in.
Also, where to put which files can be a bit confusing, but I eventually figured
out that the Unity Editor changes the working directory to the root directory
of the project - this affected being able to parse the settings.cfg.
Here's a summary of how I've gotten it working so far:
Change to framework:
completed code for MoveManager::closeMoves() and MoveManager::closeCamera()
made MoveDevice::CloseMoves() reset MoveCount to 0
Initialized global pointer in CWrapperMain::move to 0
created new call in CWrapperMain __declspec(dllexport) void __stdcall deinit()
Added new dllimport call in CSWrapper.cs to import CWrapperMain::deinit()
Removed ".dll" in DllImport (for unity - otherwise unity can't find the dll
Where files need to go:
MF_CWrapper.dll -> Assets/Plugins
msvcp100.dll -|
msvcr100.dll |
hidapi.dll |
CLEyeMulticam.dll |
MoveManager.dll --> ProgramFiles(x86)/Unity/Editor
if you use the calibration tool to make a settings.cfg file, it needs to go
into the root folder for your project
For Example:
Documents/Unity/PSMoveOculusExperiment/settings.cfg
this is because _getcwd() when called in a dll from the unity editor will
return the path to the project folder
Some work would need to be done if you wanted to distribute a build. For
example, you would want to add in the
ability to calibrate and save the resulting settings from the app which would
require some work on the C wrapper.
Original comment by ddoubled...@gmail.com
on 28 Dec 2013 at 6:04
First thanks for this detailed response !
I have some question about your work, just to be sure of the process. So you
first make changes to the visual project and so created new dll with your new
code ?
And I wanted to know if it would be possible that you share an example of the
wrapper use in unity ( a Unity C# script ) ?
I also works with the Oculus and want to try some interactions with thiq two
accessories. I hadn't the time yet to completly get in the moveframeworks but
your works will really help me ! And hope that you can respond to my questions
=)
Thanks again !
Original comment by guillaum...@gmail.com
on 28 Dec 2013 at 5:27
So, since my last post it all stopped working. Here is the question that I
asked on Unity Answers with detailed information on the problem.
http://answers.unity3d.com/questions/606854/fallback-handler-could-not-load-libr
ary.html
Original comment by ddoubled...@gmail.com
on 15 Jan 2014 at 4:02
Does anybody have any news on Unity issue? I'm making a project now, and C#
wrapper working in unity x86 build, not in the editor. What I can't fix is CL
Eye driver - position tracking does not work in build at all. It's working fine
in sample application though.
Original comment by cbrpnk...@gmail.com
on 20 Mar 2015 at 8:27
Original issue reported on code.google.com by
guillaum...@gmail.com
on 14 Nov 2013 at 4:06