Hi Everyone,
Very excited to present you a work in progress: R.mote ( pronounced “remote” as in Remote control)

– R.mote lets you control games with your phone. It basically turns your smart phone into a joystick.
– R.mote connection is all done over the internet, so no bluetooth, no peer to peer, you only need an internet connection.
– Binding your game with the player device is simple: The user is presented with a QrCode, and the R.mote app can scan it to connect to that game instance. If the user scan it with a regular QrCode scanner, it will be directed to the website and presented with instructions and explanations.
– R.mote is currently in closed beta. The first playable demo being Unity Stealth demo.
– R.mote is all done in PlayMaker/Photon, both the app and the sdk!
– Integrating R.mote into your game is as easy as it can get given the fact that Unity Input class is not really flexible ( sadly, if anyone knows a trick to set Inputs directly into Input class, contact me )
Instead of:
forwardInput = Input.GetAxis("Horizontal");
Do this:
forwardInput = RmoteInput.GetAxis("Horizontal");
AND THAT’S IT!!!
RmoteInput class is taking into account Unity Input where applicable, so even when connected, you don’t loose your normal inputs: keyboard, mouse and joysticks are still active.
Of course, it is strongly recommanded that you take full advantage of what will be proposed, like gyro, acceleration, touch screen inputs, etc etc, so it’s likely you’ll want to enhance your controls in your project to take full advantage of what’s impossible with a keyboard, mouse or joystick.
– The app will be free, no ads, no catch: the end user is empowered with a pure system. The app sources are not part of the sdk and custom R.mote apps and needs will be dealt on a per case bases.
– I will offer several types of contracts, and definitly a free package to test and develop. Since Photon is used under the hood, it’s likely that for heavy usages, developers will use their own photon app id. Everything is designed to be completly flexible on that front. R.mote SDK will also provide a true turn key solution, where developer are not required to register nor set up anything prior using R.mote. Just drop a prefab, choose the types on inputs you need and run.
– Integrating R.mote connection protocole and interface in your project is very simple: developers and artists are free to design it the way they want, no graphical rules nor specifications to obey, apart from obviously showing the QrCode R.mote will give you if you want the user to connect.
– I am not sure how far I am going to push the ecosystem of games and apps that will feature R.mote, but I think there is something here that should not be missed. So I will likely propose publishers a way to have their games featured on R.mote website, just to benefit from the dynamics of “What else can I control with R.mote!”.
– My next implementation of R.mote will be to control my excavator demo so stay tune for more fun ( well… granted you can’t really use it right now… sorry
)
Lot’s of work ahead still, especially around the product itself, but the first playable game was an important milestone and I am very pleased to finally be able to share this with you ![]()
I welcome your comments and critics: this project is going to be used by you, and I want this to be something you enjoy integrating into your games and apps, so don’t hesitate to share your thoughts, I am listening!
Have a good day everyone!
Jean