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com.hecomi.uosc

A simple implementation of the OSC protocol

  • 1.0.1
  • Source
  • npm
  • Socket score

Version published
Weekly downloads
82
increased by15.49%
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Source

uOSC

MIT License

uOSC is an OSC implementation for Unity.

Platforms

  • Windows
  • Mac
  • HoloLens

I've not checked Android and iOS yet...

Install

Download the latest .unitypackage from Release page and import it into your Unity project.

Alternatively, add https://github.com/hecomi/uOSC.git#upm to Package Manager.

How to use

Server

  1. Attach uOscServer component to GameObject.
  2. Register uOscServer.onDataReceived event.
using UnityEngine;
using uOSC;

public class ServerTest : MonoBehaviour
{
    void Start()
    {
        var server = GetComponent<uOscServer>();
        server.onDataReceived.AddListener(OnDataReceived);
    }

    void OnDataReceived(Message message)
    {
        // address (e.g. /uOSC/hoge)
        var msg = message.address + ": ";

        // arguments (object array)
        foreach (var value in message.values)
        {
            if      (value is int)    msg += (int)value;
            else if (value is float)  msg += (float)value;
            else if (value is string) msg += (string)value;
            else if (value is byte[]) msg += "byte[" + ((byte[])value).Length + "]";
        }

        Debug.Log(msg);
    }
}

onDataReceived is called from the Unity main thread, so you can use Unity APIs inside it.

OSC Bundle is automatically expanded, and each message comes to the onDataReceived event handler directly, so you don't have to check whether the value is a OSC Message or OSC Bundle.

Client

  1. Add uOscClient component to GameObject.
  2. Send data (int, float, string, and byte[], are supported now).
using UnityEngine;
using uOSC;

public class ClientTest : MonoBehaviour
{
    void Update()
    {
        var client = GetComponent<uOscClient>();
        client.Send("/uOSC/test", 10, "hoge", 1.234f, new byte[] { 1, 2, 3 });
    }
}

Tips

Start / Stop manually

If you want to start and stop uOSC in runtime, please toggle the enable flag of uOscServer or uOscClient.

Send texture

This is an example to send texture data to a remote host.

Client
using UnityEngine;
using uOSC;

public class ClientBlobTest : MonoBehaviour
{
    [SerializeField]
    Texture2D texture;

    byte[] byteTexture_;

    void Start()
    {
#if UNITY_2017
        byteTexture_ = ImageConversion.EncodeToPNG(texture);
#else
        byteTexture_ = texture.EncodeToPNG();
#endif
    }

    void Update()
    {
        var client = GetComponent<uOscClient>();
        client.Send("/uOSC/blob", byteTexture_);
    }
}
Server
using UnityEngine;
using uOSC;

namespace uOSC
{

public class ServerBlobTest : MonoBehaviour
{
    Texture2D texture_;

    void Start()
    {
        var server = GetComponent<uOscServer>();
        server.onDataReceived.AddListener(OnDataReceived);

        texture_ = new Texture2D(256, 256, TextureFormat.ARGB32, true);

        var renderer = GetComponent<Renderer>();
        renderer.material.mainTexture = texture_;
    }

    void OnDataReceived(Message message)
    {
        if (message.address == "/uOSC/blob")
        {
            var byteTexture = (byte[])message.values[0];
#if UNITY_2017
            ImageConversion.LoadImage(texture_, byteTexture, true);
#else
            texture_.LoadImage(byteTexture);
#endif
        }
    }
}

Timestamp

OSC Bundle has timestamp, and you can use it as DateTime as below:

using UnityEngine;
using uOSC;

public class ServerTest : MonoBehaviour
{
    ...

    void OnDataReceived(Message message)
    {
        var dateTime = message.timestamp.ToLocalTime();
    }
}

Send bundle

You can merge multiple OSC messages into a bundle as below:

using UnityEngine;
using uOSC;

public class ClientBundleTest : MonoBehaviour
{
    void Update()
    {
        var client = GetComponent<uOscClient>();

        // Bundle (root)
        //   - Bundle 1 -> Now
        //     - Message 1-1
        //     - Message 1-2
        //     - Message 1-3
        //   - Bundle 2 -> 10 sec after
        //     - Message 2-1
        //     - Message 2-2
        //     - Message 2-3
        //   - Message 3 -> Immediate

        var bundle1 = new Bundle(Timestamp.Now);
        bundle1.Add(new Message("/uOSC/root/bundle1/message1", 123, "hoge", new byte[] { 1, 2, 3, 4 }));
        bundle1.Add(new Message("/uOSC/root/bundle1/message2", 1.2345f));
        bundle1.Add(new Message("/uOSC/root/bundle1/message3", "abcdefghijklmn"));

        var date2 = System.DateTime.UtcNow.AddSeconds(10);
        var timestamp2 = Timestamp.CreateFromDateTime(date2);
        var bundle2 = new Bundle(timestamp2);
        bundle2.Add(new Message("/uOSC/root/bundle2/message1", 234, "fuga", new byte[] { 2, 3, 4 }));
        bundle2.Add(new Message("/uOSC/root/bundle2/message2", 2.3456f));
        bundle2.Add(new Message("/uOSC/root/bundle2/message3", "opqrstuvwxyz"));

        var root = new Bundle(Timestamp.Immediate);
        root.Add(bundle1);
        root.Add(bundle2);
        root.Add(new Message("/uOSC/root/message3"));

        client.Send(root);

        // Then, client will get 7 messages in onDataReceived event.
    }
}

Increase buffer size

If you want to increaset the size of buffer, please edit the uOscClient.BufferSize directly (default is 8192).

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Package last updated on 14 Nov 2021

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