Unofficial PSMove - Give it a try, please be gentle.
There's a sample UE4 project here. Feel free to ask questions or post your errors here. I'll try to update the documentation there and in the UE4 plugin it points to.
Note that the PSMove Unity plugin in the wild (UniMove) is not designed to work with my version of the psmoveapi. A Unity user needs to come along and update it. I'll help out where I can.
Some things to note:
1. The plugin currently assumes you are using a PSEye with the PS3EYEDriver as this is the only driver that works with MSVC 64-bit, required by UE4 Editor. PS3EYEDriver is GPL'd, so you can't publish closed-source games using this driver. We will eventually get around this by turning the psmoveapi into a server/client model, where the server will be GPL'd and the client - the only part that needs to go in your project - will have a much more permissive license. In the meantime, you can build for 32-bit and use the non-free 32-bit drivers from CodeLaboratories. Your users would be required to purchase these $2 drivers too.
2. Getting the PSMove paired to the computer can be quite tricky. It seems to depend on the bluetooth dongle and possibly what other USB devices are attached during pairing. The good news is that once it is paired, it connects very reliably in the future. If it doesn't, then you either have a defective controller (e.g., bad battery) or an incompatible bluetooth dongle. We don't have a list of 'good' bluetooth dongles, but the ASUS BT-400 has worked well for me and the other main plugin dev.
3. It's pretty sensitive to lighting conditions. Sunlight or fluorescent light sources (& reflections) in the FOV of the tracking camera will cause lots of problems for you.
4. Everytime you move the PSEye camera, or DK2 camera, you will have to redo a coregistration step. It only takes about 20 seconds and it should be good as long as the cameras don't move relative to each other.
5. You have to recalibrate the PSMove magnetometer (and other sensors) definitely every time you change rooms, and it's probably a good idea to do it once per day.
Note that the PSMove Unity plugin in the wild (UniMove) is not designed to work with my version of the psmoveapi. A Unity user needs to come along and update it. I'll help out where I can.
Some things to note:
1. The plugin currently assumes you are using a PSEye with the PS3EYEDriver as this is the only driver that works with MSVC 64-bit, required by UE4 Editor. PS3EYEDriver is GPL'd, so you can't publish closed-source games using this driver. We will eventually get around this by turning the psmoveapi into a server/client model, where the server will be GPL'd and the client - the only part that needs to go in your project - will have a much more permissive license. In the meantime, you can build for 32-bit and use the non-free 32-bit drivers from CodeLaboratories. Your users would be required to purchase these $2 drivers too.
2. Getting the PSMove paired to the computer can be quite tricky. It seems to depend on the bluetooth dongle and possibly what other USB devices are attached during pairing. The good news is that once it is paired, it connects very reliably in the future. If it doesn't, then you either have a defective controller (e.g., bad battery) or an incompatible bluetooth dongle. We don't have a list of 'good' bluetooth dongles, but the ASUS BT-400 has worked well for me and the other main plugin dev.
3. It's pretty sensitive to lighting conditions. Sunlight or fluorescent light sources (& reflections) in the FOV of the tracking camera will cause lots of problems for you.
4. Everytime you move the PSEye camera, or DK2 camera, you will have to redo a coregistration step. It only takes about 20 seconds and it should be good as long as the cameras don't move relative to each other.
5. You have to recalibrate the PSMove magnetometer (and other sensors) definitely every time you change rooms, and it's probably a good idea to do it once per day.
