[PD] Unity3d and pd vanilla

Scott R. Looney scottrlooney at gmail.com
Wed Aug 13 19:45:25 CEST 2014


Patrick - i've got an example around here i'll try to dig up. it was really
basic. click on an object, it falls, and sends a message to PD.

the other thing is that if you're simply triggering samples from Kinect you
can definitely do that in Unity directly and not have to involve PD. if
you're open to this, i would check out the Unity Asset Store extension
called Master Audio. it's about $40 (sometimes less) and literally drag and
drop simple to set up. i've got a couple of videos on the basics to set up
and the documentation is fairly clear. if you've got common game actions
like colliders or triggers interacting, it won't involve any coding at all.

email me offlist and i can get you more info.

best,
scott


On Wed, Aug 13, 2014 at 10:31 AM, Pagano, Patrick <pat at digitalworlds.ufl.edu
> wrote:

>  I looked at that one as well but it just provides an example with a
> slider and two frequencies attached to a GUI slider. If I can get an
> example of how to fire off samples from Unity3D I will be good to go. btw
> the libpdcsharp.dll included with that example did not work so I used the
> one from Sebastiens example and it worked. I hope someone on list is
> willing to share a simple sample play example. Or a receive a bang example
> ideally, yes we want it included in the game and not pd running as a
> separate sound server
>
> Sent from my iPhone
>
> On Aug 13, 2014, at 1:23 PM, "Scott R. Looney" <scottrlooney at gmail.com>
> wrote:
>
>   hi Patrick, i can let others chime in, but as i recall there's a number
> of methods here. Patrick Sebastien's method uses libpd running directly in
> Unity, and i must admit it's a little confusing for me to understand as
> well.
>
>  another method uses Unity and PD separately during development but pairs
> it with libpd at build time. however, if you're running a Kinect off of it,
> then it sounds like it's more of an installation thing than an enclosed
> app, so this could also work.
>
>  i would have a look at the Kalimba framework. it might be clearer as to
> what's happening, with PD communicating to/from Unity separately via OSC.
> here's the github for Kalimba:
>
>  https://github.com/hagish/kalimba
>
>  good luck!
>
>
>  best,
> scott
>
>
> On Wed, Aug 13, 2014 at 9:32 AM, Pagano, Patrick <
> pat at digitalworlds.ufl.edu> wrote:
>
>>  Hello
>>
>>  I am working on a simple game project for a child's museum that has a
>> delivery date of October 30, so i have a little time to play around a bit
>> and i was considering using libpd with Unity3D for the audio portion of the
>> game.
>> The game is a Egyptian game so i need a sample to run as soon as the game
>> starts with some Egyptian music playing.
>> The game players will be tracked with Kinect and at one point Kick Snakes
>> for points [Kicking Asps] and i need there to be a sample fired off each
>> time a snake is successfully kicked. So really two samples need to be fired
>> off from Unity to libpd.
>>
>>  The pd portion i have no problem creating but i am wondering if anyone
>> on list has a Unity example they would be willing to share that Pd receives
>> a bang from Unity3D? The online example from Patrick Sebastien seems to be
>> this hard-coded midi note patch that randomizes an osc and it's very
>> confusing as i cannot figure out where the data is being exchanged.
>>
>>  Any help would be greatly appreciated and i will of course credit you
>> in the game credits
>>
>>  thank you
>>
>>  Patrick
>>
>>  *Patrick Pagano B.S, M.F.A*
>> Audio and Projection Design Faculty
>> Digital Worlds Institute
>> University of Florida, USA
>> (352)294-2020
>>
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