Proof-of-Concept integration of speckle and unity
This is a very rough proof-of-concept project, not intended for actual use
Developed for Unity 2018.1.4f1, using .NET 4.x Equivalent (change in Player Settings->Other Settings)
- Drag UnitySpeckle folder into a new project
- Add SpeckleManager from Prefabs folder to scene
- Set StreamID on SpeckleManager in inspector.
- Set server and authtoken directly in the UnityReciever script
Does not implement runtime login or stream selection.
Does not implement a sender of any kind.
Only reads mesh, point, and polyline data types.
Notes on Hololens dev:
Hololens uses Universal Windows Platforms. Things that run in the editor while testing may not work when deploying to the Hololens. This project includes a SpeckleCoreUWP.dll, set to target WSAPlayer only while SpeckleCore.dll excludes WSAPlayer
Additionally, websocket-sharp does not work on UWP, so websocket-sharp.dll also excludes WSAPlayer. SpeckleCoreUWP.dll includes an alternative websocket implementation through Windows MessageWebSockets