Download at unitehud.dev
- The server opens port 17069 by default as a Websocket and HTTP endpoint.
- The client sends a GET request every second to the server and updates it's page.
GET 127.0.0.1:17069/http
GET 127.0.0.1:17069/ws
{
"purple": {
"team": "purple",
"value": 254,
"kos": 12
},
"orange": {
"team": "orange",
"value": 367,
"kos": 21
},
"self": {
"team": "self",
"value": 43,
},
"seconds": 59,
"balls": 34,
"regis": [
"orange",
"purple",
"orange"
],
"bottom": [
{
"name": "regice",
"team": "orange",
"time": 1676760349
},
{
"name": "regirock",
"team": "purple",
"time": 1676760390
},
{
"name": "registeel",
"team": "orange",
"time": 1676760391
}
],
"started": true,
"stacks": 3,
"defeated": [
421,
342,
120
],
"match": true,
"config": false,
"profile": "player",
"version": "v1.1",
"rayquaza": "orange",
"events": [
"[2:00] Defeated with points",
"[1:45] Rayquaza orange secure"
]
}
- It would be possible for matching techniques to produce duplicated, unaccounted-for, and false postitive matches.
- Winner/Loser confidence is successful ~99% of the time.
- Score tracking is ~90% accurate, certain game mechanics (like rotom scoring points) are extremely difficult to process.
- Users are encouraged to report issues, or contribute where they can to help polish a final product.
- Head into Pokémon UNITE's Practice Mode and verify UniteHUD is capturing time/orbs/enemy score/self score.
- Use the "Configure" button to verify the selection areas.