[PD] trying to adapt mu (max-unity) to PD - why does it fail?

Scott R. Looney scottrlooney at gmail.com
Sat Sep 22 12:32:39 CEST 2012

hi Ivica and list,

i'm trying to set up the DISIS Max to Unity (mu) communication over TCP/UDP
in PD-extended and i can't get it to work. it should be really basic. i've
tried it using udpsend/udpreceive and tcpsend/tcpreceive. both return a
"Object Not Found" error when it tries to control the rotation on the Cube

out of curiosity i checked the message being sent by Max and the one by PD
and as far as i can tell they are totally identical - each one sends the
message "send Cube r 0 1 0" but the one from Max sends the message
correctly - the one from PD doesn't. both programs indicate that the
connection has been established and i did not operate them both at the same
time, as that would of course lead to conflicts.

the only difference i've encountered so far is that the mu example uses
netsend and netreceive objects. there are similar objects available for PD
but they don't work with a high port number (over 32000). i can change the
Unity Script to look for a lower port number but as if i remember netsend
and netreceive did not function well in PD which is why everyone
recommended Martin Peach's objects.

anyway i can send examples if interested, but it's really a simple patch,
and as far as i can tell the scripts in Unity are looking for any data
coming over the port number - they shouldn't care about whether they are
looking for data coming out of Max or PD specifically. i'm just talking
about the simple rotation demo, not the more complex jitter texture control.

if anyone's got a clue as to where to start looking let me know.

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