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What is Muvslide?

Muvslide is a tool that allows you to transmit input from smartphones, like motion and touchscreen input, to other applications. It has proved to be applicable to control VR applications, and it also works for desktop applications.

Muvslide has 3 parts:

  • A free mobile app.
  • A free API (a library).
  • A client application that needs the input from one or more smartphones. If you are a developer, this could be your application.

Is it only for VR?

No. Muvslide should be useful for AR, desktop, and even mobile. Anywhere that you can think an smartphone motion and touch input can be useful.

For example can also be used as pointer in non-VR applications:

muvslide intro

However, I have heard of people having issues to make it work in HoloLens, something related to the library version. I haven't been able to debug because I don't have a HoloLens. I'm not sure it doesn't work either, you should give it a try.

How much it costs?

Nothing. Using the Android App and the .NET Library (API) in your application does not have any cost for you or your users.

Is it Open Source?

Not for now. More about that here.

Is it only for Unity?

No, as long as you can use a library (DLL file) in your application, you can integrate Muvslide.

What are the technical requirements?

Your game/application needs to be able to use a library based on Microsoft .NET Framework 3.5. The smartphone that will transmit the input information must have Android OS version 4.0.3 or newer.

What platforms are supported?

The API is a .DLL file. These files work on Windows platforms and when included in Unity they get exported with the project to other platforms. For example, if you export an Android game after including the .DLL in your project, it will work perfectly fine.

The Muvslide App works on Android OS version 4.0.3 or newer.

Are you planning to support other platforms in the future?

It will depend on the feedback and support I get. Right now the main goal I have is to make Muvslide useful and stable in the platforms I already support. Please let me know what are the platforms you care about.

How do I download it?

Check downloads page.

How can I provide feedback or report a bug?

Any of the options in the contact section of my page.

Can I support the Muvslide project?

Maybe. Get in touch and let me know where are you using Muvslide. I would like to open-source it, but I won't for now unless I see enough people interested in supporting it from the development perspective. I don't want it to be another abandonware in GitHub to be honest.

Muvslide API

What is it exactly?

It is a .DLL file that you include in your projects in order to call methods that take care of making the connection to the smartphone and get input from it.

How can I learn to use it?

Read the Muvslide API documentation, and if you are a Unity developer check the example project or the tutorial for creating a VR controller. I'm working on creating more examples and improve the documentation, but I depend on your feedback for that!

Do I need to know programming to use it?

Yes, but I have tried to make the library very simple. If you are familiar with simple programming, I think you are good to go.

Do I need to install anything?

No, just add the .DLL file in your project.

Muvslide App

Can I use it to control my game?

Yes, as long as your game input requirements fit the input the Muvslide App can provide. Be aware that Muvslide is not supposed to replace joysticks with multiple mechanic buttons, but to provide simple motion and touchscreen input.

If I am using a mobile based VR headset (as GearVR), then I need two phones, right?

Yes, for that particular scenario, you need to consider your user has a second smartphone. Anyway, many people has old smartphones stored, others can just borrow the smartphone from some friend or relative close to them.

Can I customize the screen?

Only some customization is transmitted from the API at the connection process, as images to display in the smartphone and hidding or showing some components. However, you are not able to freely customize it to add new components.

Does it offer good precision levels?

The precision you can get is probably less than what you can get from especialized controllers. However, a smart design that leverages the fusion of motion and touch gestures can provide useful input for comercial applications.