This integration framework provides a comprehensive system for migrating code from:
Assets/Scripts/Integration/IntegrationManager.cs)
Assets/Scripts/OGWS/OGWSIntegration.cs)
Assets/Scripts/Integration/DolphinIntegration.cs)
Assets/Scripts/Integration/WiiSportsIntegration.cs)
Assets/Scripts/Integration/OnlineMultiplayer.cs)
// In your main scene, add IntegrationManager component
var manager = new GameObject("Integration Manager");
manager.AddComponent<IntegrationManager>();
var manager = IntegrationManager.Instance;
// Systems are automatically initialized based on configuration
// Get Dolphin integration var dolphin = IntegrationManager.Instance.GetDolphin();
// Get online multiplayer var online = IntegrationManager.Instance.GetOnline();
### Sport-Specific Integration
#### Tennis Example
```csharp
using RiiSports.Integration.Sports;
public class TennisGame : MonoBehaviour
{
private TennisIntegration tennis;
void Start()
{
tennis = gameObject.AddComponent<TennisIntegration>();
}
void Update()
{
// Update racket from motion controls
Vector3 racketPos = GetRacketPosition();
Vector3 racketVel = GetRacketVelocity();
tennis.UpdateRacket(racketPos, racketVel);
}
}
using RiiSports.Integration.Sports;
public class GolfGame : MonoBehaviour
{
private GolfIntegration golf;
void Start()
{
golf = gameObject.AddComponent<GolfIntegration>();
}
public void OnSwingComplete()
{
golf.ExecuteSwing();
}
}
// Process GC/Wii display list data
byte[] displayListData = GetDisplayListFromOGWS();
bool success = IntegrationManager.Instance.ProcessGraphicsData(displayListData);
if (success)
{
Debug.Log("Display list processed successfully");
}
// Translate Wiimote motion to Unity coordinates
Vector3 acceleration = GetWiimoteAcceleration();
Vector3 gyroscope = GetWiimoteGyroscope();
Vector3 unityMotion = IntegrationManager.Instance.ProcessMotionInput(acceleration, gyroscope);
// Connect to server
var online = IntegrationManager.Instance.GetOnline();
online.Connect();
// Send player input
var input = new PlayerInput
{
InputType = InputType.Motion,
Position = transform.position,
Velocity = rigidbody.velocity
};
online.SendPlayerInput(input);
// Sync game state
var gameState = new GameStateData
{
GameMode = "Tennis",
CurrentRound = 1
};
IntegrationManager.Instance.SyncOnlineState(gameState);
The OGWS integration provides C# wrappers for native C++ functions:
// Display list analysis
int result = ogws.ProcessDisplayList(displayListData);
// Reset analysis system
ogws.ResetAnalysis();
// Check availability
bool available = ogws.IsOGWSAvailable();
The Dolphin integration includes a GX (GameCube/Wii graphics) command parser:
using RiiSports.Integration;
// Parse GX commands
var command = DisplayListProcessor.ParseCommand(displayListData, offset);
Debug.Log($"Command: {command.Name} (0x{command.Opcode:X2})");
// Convert to Unity mesh
Mesh unityMesh = DisplayListProcessor.ConvertToUnityMesh(displayListData);
using RiiSports.Integration;
// Read from emulated memory
byte[] data = MemoryManager.ReadMemory(0x80000000, 256);
// Write to emulated memory
MemoryManager.WriteMemory(0x80000000, data);
// Validate address
bool valid = MemoryManager.IsValidAddress(0x80000000);
GX_NOP (0x00) - No operationGX_LOAD_BP_REG (0x61) - Load BP registerGX_TRIANGLES (0x98) - Triangle primitiveGX_TRIANGLE_STRIP (0x99) - Triangle stripGX_TRIANGLE_FAN (0x9A) - Triangle fanGX_QUADS (0xA0) - Quad primitiveBased on wii-otn (Wii Online Tennis Network):
// Find available sessions
var sessions = Matchmaking.FindSessions("Tennis");
// Create new session
var session = Matchmaking.CreateSession("Tennis", maxPlayers: 4);
// Join session
bool joined = Matchmaking.JoinSession(session.SessionId);
The integration framework works seamlessly with the existing DSU motion control system:
// In PlayerInputManager or custom input handler
var dolphin = IntegrationManager.Instance.GetDolphin();
if (dolphin != null && dolphin.IsAvailable())
{
Vector3 calibratedMotion = dolphin.TranslateWiimoteMotion(
dsuMotionData.Acceleration,
dsuMotionData.Gyroscope
);
}
The current bowling implementation can be enhanced with OGWS physics:
// In BowlingBall.cs
private void ThrowBallWithOGWS()
{
var ogws = IntegrationManager.Instance.GetOGWS();
if (ogws != null && ogws.IsOGWSAvailable())
{
// Use OGWS physics calculations
// This would be implemented when native code is available
}
}
The OGWS native code needs to be compiled for Unity integration:
# From repository root
cd ogws
make all
make install
This builds the native libraries and copies them to Assets/Plugins/OGWS/.
Native libraries need to be built for each target platform:
.dll.dylib.soCreate tests to verify integration functionality:
using UnityEngine.TestTools;
using NUnit.Framework;
[TestFixture]
public class IntegrationTests
{
[Test]
public void TestIntegrationManager_Initialization()
{
var manager = IntegrationManager.Instance;
Assert.IsTrue(manager.AreSystemsReady());
}
[Test]
public void TestOGWS_DisplayListProcessing()
{
var ogws = IntegrationManager.Instance.GetOGWS();
byte[] testData = new byte[] { 0x98, 0x01, 0x00, 0x00 };
int result = ogws.ProcessDisplayList(testData);
Assert.AreEqual(0, result);
}
}
When adding new integration features:
This integration framework follows the same license as the Rii Sports project.