OSC Jack
========
OSC Jack is a lightweight implementation of OSC (Open Sound Control) server and client that is written in C#. It mainly aims to provide basic OSC support to Unity.
- Unity 2017.1 or later
OSC Jack uses and requires a System.Net.Sockets
implementation. It means that
it runs on most platforms but doesn't support few special platforms like WebGL
or network-restrictive consoles.
To install OSC Jack to your project, download one of the .unitypackage
files
in the Releases page, then navigate to Assets > Import Package > Custom
Package... to import the file.
Another way to install the package is using the upm branch of this repository, which is reorganized to adapt to Unity Package Manager. This is handy to keep the package updated with using the git submodule feature.
OSC Event Receiver receives OSC messages and invokes a UnityEvent with received data. This can be a handy way to modify property values or invoke methods based on OSC messages.
OSC Property Sender provides a handy way to send OSC messages based on a component property value. It observes a given component property, and sends OSC messages when changes in the property are detected.
OSC Monitor is a small utility to show incoming messages to existing OSC servers. It's useful to check if messages are correctly received at the servers. To open the monitor, navigate to Window > OSC Monitor.
OSC Jack also provides non-Unity dependent classes that can be used from any C# script. These classes are useful when sending/receiving OSC messages that are not directly related to component properties or events.
OscClient
provides basic functionalities to send OSC messages to a specific
UDP port of a host. It supports int
, float
and string
types, and it's
capable of sending up to four elements within a single message. It implements
IDisposable
, so it can be manually terminated by calling the Dispose
method
(or left it until automatically being finalized).
// IP address, port number
var client = new OscClient("127.0.0.1", 9000);
// Send two-component float values ten times.
for (var i = 0; i < 10; i++) {
yield return new WaitForSeconds(0.5f);
client.Send("/test", // OSC address
i * 10.0f, // First element
Random.value); // Second element
}
// Terminate the client.
client.Dispose();
OscServer
provides basic functionalities to receive OSC messages that are
sent to a specific UDP port of the host. It starts receiving messages when a
server instance is created, and terminates when disposed (via the IDisposable
interface).
You can add delegates to MessageDispatcher
to receive messages sent to a
specific OSC address, or you can give an empty string as an address to receive
all messages arrived at the port.
Note that the delegates are to be called in the server thread; You have to queue the events for processing them in the main thread (this will be required in most cases of Unity).
Just like the client class, it supports int
, float
and string
types, and
capable of receiving up to four elements within a single message.
var server = new OscServer(9000); // Port number
server.MessageDispatcher.AddCallback(
"/test", // OSC address
(string address, OscDataHandle data) => {
Debug.Log(string.Format("({0}, {1})",
data.GetElementAsFloat(0),
data.GetElementAsFloat(1)));
}
);
yield return new WaitForSeconds(10);
server.Dispose();
Public domain