Home › Forums › Syphon › Syphon Implementations – User › Multiple Syphon streams from VDMX to Unity 3D?
- This topic has 9 replies, 5 voices, and was last updated 7 years, 2 months ago by Brian Chasalow.
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October 22, 2011 at 4:14 pm #4937DraedusParticipant
Does anyone know if it’s possible to send multiple Syphon streams over to Unity 3D from VDMX?
I would love to have 2 or more Syphon outputs going from VDMX (layer 1, layer 2, etc) and into Unity 3D.
In Unity 3D, I’d like to be able to assign VDMX layer 1 to one set of objects, VDMX layer 2 to another set of objects, etc…Anyone know if this is possible?
I’ve got the 1 Syphon stream working brilliantly between VDMX and Unity 3D ande I was just wondering if it’s possible to scale up the amount of Syphon outputs and inputs.
Thanks!
October 22, 2011 at 4:58 pm #4938vadeKeymasterSo, right now, the Unity Syphon client plugin simply returns the first server found. We have to add some logic to tell it which server to use. Basically, this means bridging the C# to Objective-C String objects to that the internal search mechanism can find the specified server.
We’ve not gone there yet because we’ve been busy bootstrapping the other implementations, and working on other bugs. If you want to lend a hand and attempt that code, that would be great!
October 23, 2011 at 1:08 pm #4939DraedusParticipantI would love to be able to attempt that code but unfortunately I’m not really code savvy. I’m learning basic coding for things like Unity, Processing etc,… but I’m not sure I’d know where to start to bridge the C# to Objective-C String objects…
The fact that Syphon makes it possible to send a stream of visuals from VDMX into Unity is amazing and gives me enough creative options to do some very interesting things as is. For that alone I am donating some $ to this project.
Thanks for the answer and for all the hard work. Good luck in all future developments!
October 23, 2011 at 1:48 pm #4940Brian ChasalowParticipantyeah, I’ve done this already and really need to work on adding it to the public release sometime, but I’m in crunch mode for a project and don’t have time at the mo to refactor it for this. arg. It’ll get done soon(ish).
October 1, 2013 at 9:43 am #33822gregabParticipantHey, it’s almost two years later and I’m trying to do this exact same thing. Did this feature ever make it into the public release of the Unity Syphon client?
Thanks!
October 1, 2013 at 10:03 am #33823Brian ChasalowParticipantYes, this has been implemented for ages.
October 1, 2013 at 10:13 am #33824gregabParticipantGot it working! The key (via Brian on twitter) was too apply different materials to each object I wanted to receive a different source. I used syphonSupportedShader and syphonSupportedShader1, which ship with the Syphon Unity integration. Once I’d added each of those to my two GameObjects, I could render the different sources.
January 3, 2014 at 10:39 pm #43930defbananaParticipantHi gregab,
I have a copy of your sorting puzzle unity package. I’m trying to figure out how you did this without much background in unity. Can you tell me where in the hierarchy syphonSupportedShader is located? Thanks
January 4, 2014 at 4:32 pm #44114defbananaParticipantOk, I managed to use syphonSupportedShader and syphonSupportedShader1 by replacing the default material on the 2 different planes. On the preview, the game will stream two video sources.
However, when I try to make a build off of the work done so far, the video works for a few frames, then freezes.
Unity did not freeze. I have a FPS counter that chugs along… its like the material is frozen.
Also, when I tab over to a different program… then tab back, the video feed updates for a few frames then freezes again.
Any idea of what could be going wrong?
January 7, 2014 at 2:22 pm #45124Brian ChasalowParticipantdo you have build settings / player settings / resolution & presentation / “run in background” enabled?
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