Detecting input not by the pressing of buttons, triggers, or sticks, but directly from the movements of the player and/or their input device(s) through space.

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3
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2answers
1k views

Accessing DualShock 4 motion sensor in Windows (ideally Unity)

I'm trying to use a DualShock 4's IMU as a motion controller in Unity, under Windows 7. So far I've tried: DS4Windows (1.5.11): reads motion sensor data, but does not expose them to Unity as axes ...
28
votes
7answers
7k views

Can you access Kinect motion sensing from XNA?

As of 2010 with the release of XNA 4.0, if I buy an Xbox 360 with Kinect will I be able to access its motion sensing data with the XNA game I'm developing? Or is this only restricted to C++ developers ...
8
votes
1answer
10k views

Time based movement Vs Frame rate based movement?

I'm new to Game programmming and SDL, and I have been following Lazyfoo's SDL tutorials. My question is related to time based motion and frame rate based motion, basically which is better or ...
4
votes
1answer
518 views

Are there any implemented game controls like a screen (thumb) joystick? - iOS

I'm looking for some open source game controls. Especially I'm looking for a thumb screen joystick to move a character on the screen, something like a touch circle. Are there any open source ...
1
vote
0answers
20 views

Accessing DualShock 4 motion sensor in Windows [duplicate]

I am attempting to access the accelerometer and gyroscope functionality of the dualshock 4 controller for implementation into Unity. DMGregory seems to have found a solution to this problem, my ...
1
vote
1answer
56 views

Problem finding correct value for Yaw

I use an Arduino and a 9dof sensor ( gyroscope, accelerometer and magnetometer ) and i'm trying to use the pitch, roll and yaw that the sensor gives me to rotate an object in unity. I managed to ...