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m (→Processing: formatting) |
m (→Unity: formatting) |
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Line 73: | Line 73: | ||
<br> | <br> | ||
Public values are adjustable without any coding; just use the inspector for that. <br>< | Public values are adjustable without any coding; just use the inspector for that. <br> | ||
public var RemoteIP : String = ""; | <source lang="javascript"> | ||
public var SendToPort : int = xxxx; | public var RemoteIP : String = ""; | ||
public var ListenerPort : int = yyyy; | public var SendToPort : int = xxxx; | ||
public var controller : Transform; | public var ListenerPort : int = yyyy; | ||
public var gameReceiver = "Cube";</ | public var controller : Transform; | ||
In the Start() function all the necessary scripts and components are connected. This will happen once you press Play. <br>< | public var gameReceiver = "Cube"; | ||
public function Start () | </source> | ||
{ | In the Start() function all the necessary scripts and components are connected. This will happen once you press Play. <br> | ||
var udp : UDPPacketIO = GetComponent("UDPPacketIO"); | <source lang="javascript"> | ||
udp.init(RemoteIP, SendToPort, ListenerPort); | public function Start () | ||
handler = GetComponent("Osc"); | { | ||
handler.init(udp); | var udp : UDPPacketIO = GetComponent("UDPPacketIO"); | ||
handler.SetAllMessageHandler(AllMessageHandler); | udp.init(RemoteIP, SendToPort, ListenerPort); | ||
}</ | handler = GetComponent("Osc"); | ||
The AllMessageHandler() function is where the Osc happens. This function unpacks the Osc signals, so you can address them in other functions. In this function you can command, whenever A happens, you want FunctionB() to be executed. <br>< | handler.init(udp); | ||
public function AllMessageHandler(oscMessage: OscMessage){ | handler.SetAllMessageHandler(AllMessageHandler); | ||
var msgString = Osc.OscMessageToString(oscMessage); | } | ||
var msgAddress = oscMessage.Address; | </source> | ||
var msgValue = oscMessage.Values[0];</ | The AllMessageHandler() function is where the Osc happens. This function unpacks the Osc signals, so you can address them in other functions. In this function you can command, whenever A happens, you want FunctionB() to be executed. <br> | ||
So you typed all that code and there are no errors but that stupid thing still won't do what it should - try Debug.Logs! Just add them everywhere! They can tell you what parts of your script are accessed after you press Play. <br>< | <source lang="javascript"> | ||
Debug.Log("Stakkars meg, som har skrevet 50 Debug.Logs");<br></ | public function AllMessageHandler(oscMessage: OscMessage){ | ||
The lines will be written in the console section of Unity once they are accessed.<br> | var msgString = Osc.OscMessageToString(oscMessage); | ||
var msgAddress = oscMessage.Address; | |||
var msgValue = oscMessage.Values[0]; | |||
</source> | |||
So you typed all that code and there are no errors but that stupid thing still won't do what it should - try Debug.Logs! Just add them everywhere! They can tell you what parts of your script are accessed after you press Play. <br> | |||
<source lang="javascript"> | |||
Debug.Log("Stakkars meg, som har skrevet 50 Debug.Logs");<br> | |||
</source> | |||
The lines will be written in the console section of Unity once they are accessed.<br><br> | |||
[[File:50Debug_Logs.png]] | [[File:50Debug_Logs.png]] | ||
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