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vanyaeccles/Hexiwear-Android-UnityEngine

C · updated Jul 2020

Connects the Hexiwear (wearable IoT device) to the Unity game engine (via Bluetooth and Android App)

A proof-of-concept from 2018 that pipes Hexiwear wearable sensor data (accelerometer/gyro) over BLE into an Android app, then over Bluetooth Classic into a Windows PC running Unity, so you can use body movement as game input. Useful mainly as a reference for anyone wiring up a similar BLE-to-Android-to-Unity sensor pipeline on hardware that's now mostly gone from the market.

The README is unusually candid about what didn't work and why — it specifically calls out that BLE isn't suited to high-frequency streaming and explains the latency problem in technical terms rather than hand-waving it. It also documents the exact firmware changes made (tagged with '//vanya' comments) so you can diff against upstream Hexiwear firmware. Chaining three disparate pieces (Kinetis MCU firmware, Android BLE/GATT client, Windows Bluetooth-to-TCP bridge, Unity UDP consumer) into one working pipeline is a genuinely non-trivial integration exercise worth studying even if you never touch a Hexiwear.

Dead project: author says outright they won't maintain it, last push was mid-2020, zero stars/forks, and the core latency problem was never solved — by the author's own account this never worked well enough to be usable. The repo ships with committed build artifacts and IDE state (.gradle caches, generated R.java files, .idea folder, lock files) instead of a .gitignore, which is a sign no one cleaned this up before pushing. Licensing is muddled — it bundles code from two other repos (Hexiwear firmware, UnityDesktopToAndroidBluetooth) with the author admitting uncertainty about whether they're complying with those licenses. Tied to the Hexiwear, a niche device that's hard to source today, so reproducing this is a hardware-sourcing problem before it's even a code problem.

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