Connect Arduino to Unity and make your game an immersive physical experience.
• Easy to use. Simple, Arduino-like code.
• Extensible. Use any electronic input or output that can connect to Arduino.
• Cross Platform. Works on MAC and PC.
What you can do:
• Create custom controlllers.
• Make physical feedback.
• Immerse players in interactive environments.
What you get:
• Full source code.
• Serial port support on Mac.
• Video tutorials and full documentation.
• Uniduino Test Panel for simple hardware testing.
• Currently supports digital read and write, analog read and PWM write.
WHAT IS ARDUINO?
Arduino is an open-source electronics prototyping platform based on flexible, easy-to-use hardware and software. It’s intended for artists, designers, hobbyists, and anyone interested in creating interactive objects or environments. Read more about Arduino here: http://arduino.cc
This looks cool indeed. I was studying electronics a long time ago. (now dumped it. anyways) then I heard of arduino and how easy it is etc etc.
Having this within unity I might try and see if I remember a thing about my electronics courses for fun
O-o it kind of looks like you are writing a sketch to the arduino every time you hit the play button. Is that true? (the blinkies of power led and such make it look like that) or is that just a reset that I’m seeing?
Nope, thats just the board resetting. Part of that traffic is firmata setup and pin capability reporting. We have not gone down the road of trying to have unity generating and uploading sketches on the fly, but we’re curious if there are common use cases where that would actually be useful.
Wow, fantastic. I can see myself getting loads out of this. Will this work with all the arduino’s including the mini arduino and mega2560?.
Once Installed and a project is built is the arduino plug and play for the end-user or do they require to set up ports and connection speed to communicate with the Unity Built application?
Also I see from your site its compatible with more than 1 connected arduino, are these auto detected or require configuration be the end user.
I guess I’m wondering if one was to build a flight sim type of game and had a few Instruments built using arduinos to control, would this just be plug and play for the end-user.
EDIT:
Went ahead and bought the product. Had an error with communications with my Arduino (This was a unity comms error that I found the solution to and posted on the http://www.uniduino.com/ forums).
Once I switched unity to Net2.0 from.Net 2.0 subset everything worked perfectly.
I have tested it with The Arduino Uno and the Arduino Mega 2560 - bought connect with no issues.
Definitely recommend this if you have an Arduino lying around.
Looks cool, maybe it is time to get the arduino out from the closet. One question, what are the capabilities of out putting to a arduino connected to ios? Lets say we had a cable like this one …
Sorry to dig on this old thread but since updating to Unity 5.3.2p4 I got several errors which I was not able to resolve, so I reinstalled 5.3.2f1 which had no problems at all before but the errors still persist.
Even stranger is that a fresh download of the uniduino asset shows the following error right from the start: Assets/Uniduino/Scripts/UniduinoSetup.cs(99,54): error CS0117: System.IO.File' does not contain a definition for Move’
If I uncomment that line I get the next error: Assets/Uniduino/Scripts/Arduino.Firmata.cs(80,17): error CS0246: The type or namespace name `SerialPort’ could not be found. Are you missing a using directive or an assembly reference?
Mmmhh seems like the problem somehow derived from the build settings being reset by the reinstall to web player. When setting the build settings back to PC and doing a build all errors vanished…