Controlling movement with a Wii Balance Board
9 Months ago my wife and I implemented the Wii Balance board in UDK to explore it's use as an input for character movement. This is what we came up with:
This one shows the variable speed a bit better:
We stopped developing it when we reached this point because we didn't feel that further development without a HMD would be fruitful.
Sensitivity can be increased significantly but it makes it really hard to see how it's working, it also makes stopping a little bit harder.
Once we get our Rift we will get back to this, well after we port it to Unity.
**update May 2**
We've done a bit more work on this after getting our Rift and it's actually very compelling! once we get some Unity build issues sorted we will be posting a Wiiboard enabled version of the Tuscany scene for the community to try out.
This one shows the variable speed a bit better:
We stopped developing it when we reached this point because we didn't feel that further development without a HMD would be fruitful.
Sensitivity can be increased significantly but it makes it really hard to see how it's working, it also makes stopping a little bit harder.
Once we get our Rift we will get back to this, well after we port it to Unity.
**update May 2**
We've done a bit more work on this after getting our Rift and it's actually very compelling! once we get some Unity build issues sorted we will be posting a Wiiboard enabled version of the Tuscany scene for the community to try out.
