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Finalize Documentation for 1.1
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Flafla2 committed Oct 13, 2015
1 parent 8850098 commit e4ee3ff
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9 changes: 6 additions & 3 deletions Assets/Wiimote/Scripts/mainpage.dox
Expand Up @@ -120,11 +120,14 @@ float[] pointer = wiimote.Ir.GetPointingPosition(); // See "Reading from the Rem

\subsection write-wmp Wii Motion Plus / Wii Remote Plus

If you want to check if a Wii Motion Plus is connected to the remote, you can use WiimoteApi::Wiimote::RequestIdentifyMotionPlus()
If you want to check if a Wii Motion Plus is connected to the remote, you can use WiimoteApi::Wiimote::RequestIdentifyWiiMotionPlus()
to ping the Wii Remote and check if one is attached. When the Wii Remote reports back its data, you can use
WiimoteApi::Wiimote::wmp_attached to see if a Wii Motion Plus is attached. If you want, you can activate the Wii Motion Plus
using WiimoteApi::Wiimote::ActivateWiiMotionPlus(). This makes the Wii Motion Plus behave as an extension controller (such as the
nunchuck or the classic controller). See *Reading from Extension Controllers* for details.
nunchuck or the classic controller), and deactivates any "real" extension controllers. See *Reading from Extension Controllers* for details.

\note It is technically possible to put the Wiimote in a Nunchuck or Classic Controller "passthrough" mode (where you can use
the nunchuck or classic controller at the same time as the Wii Motion Plus) but this is currently unsupported by the API.

If you want to deactivate the Wii Motion Plus (and use any extension controller connected to it such as a Nunchuck or Classic
Controller) you can use WiimoteApi::Wiimote::DeactivateWiiMotionPlus().
Expand All @@ -135,7 +138,7 @@ Wiimote remote; // Initialized previously
bool activated = false;

void Start() {
remote.RequestIdentifyMotionPlus();
remote.RequestIdentifyWiiMotionPlus();
}

void Update() {
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4 changes: 3 additions & 1 deletion ProjectSettings/EditorBuildSettings.asset
Expand Up @@ -4,4 +4,6 @@
EditorBuildSettings:
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serializedVersion: 2
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m_Scenes:
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path: Assets/Scene.unity

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