void Awake()
    {
        //Here we show the different possibilities to create a OSCEventTarget from code:

        //When we only specify a port we listen to all OSCMessages on that port (We assume that there is a OSCConnection with that listening port in our scene)
        oscTarget1 = new UniOSCEventTargetCBImplementation(OSCPort);
        oscTarget1.OSCMessageReceived += OnOSCMessageReceived1;
        //oscTarget1.oscPort = OSCPort;

        //This implies that we use the explicitConnection mode. (With responding to all OSCmessages)
        oscTarget2 = new UniOSCEventTargetCBImplementation(OSCConnection);
        oscTarget2.OSCMessageReceived += OnOSCMessageReceived2;

        //We listen to a special OSCAddress regardless of the port.
        oscTarget3 = new UniOSCEventTargetCBImplementation(OSCAddress);
        oscTarget3.OSCMessageReceived += OnOSCMessageReceived3;

        //The standard : respond to a given OSCAddress on a given port
        oscTarget4 = new UniOSCEventTargetCBImplementation(OSCAddress, OSCPort);
        oscTarget4.OSCMessageReceived += OnOSCMessageReceived4;

        //This version has the advantage that we are not bound to a special port. If the connection changes the port we still respond to the OSCMessage
        oscTarget5 = new UniOSCEventTargetCBImplementation(OSCAddress, OSCConnection);
        oscTarget5.OSCMessageReceived += OnOSCMessageReceived5;


        oscDispatcher1 = new UniOSCEventDispatcherCBImplementation(OSCAddressOUT, OSCIPAddressOUT, OSCPortOUT);
        oscDispatcher1.AppendData("TEST1");

        oscDispatcher2 = new UniOSCEventDispatcherCBImplementation(OSCAddressOUT, OSCConnectionOUT);


        OSCConnection.transmissionTypeIn = OSCsharp.Net.TransmissionType.Multicast;
        OSCConnection.oscInIPAddress     = "224.0.0.1";//Set a valid Multicast address.
    }
    void OnDestroy()
    {
        //Clean up things and release recources!!!!
            //Otherwise our callbacks can still respond even if our GameObject with this script is destroyed/removed from the scene

            oscTarget.Dispose ();
            oscTarget = null;
    }
    void Awake()
    {
        injectorArray = FindObjectsOfType (typeof(UniOSCInjector)) as UniOSCInjector[];
            injectorList = injectorArray.ToList();

            foreach (UniOSCInjector inject in injectorList)
            {
                Debug.Log("Address: " + inject.Address + " Value: " + inject.Value + "Enabled" + inject.On);
            }

            oscTarget = new UniOSCEventTargetCBImplementation(OSCConnection);
            oscTarget.OSCMessageReceived+=OnOSCMessageReceived;
    }
    void OnDestroy()
    {
        //Clean up things and release recources!!!!
        //Otherwise our callbacks can still respond even if our GameObject with this script is destroyed/removed from the scene

        oscTarget1.Dispose();
        oscTarget1 = null;

        oscTarget2.Dispose();
        oscTarget2 = null;

        oscTarget3.Dispose();
        oscTarget3 = null;

        oscTarget4.Dispose();
        oscTarget4 = null;

        oscTarget5.Dispose();
        oscTarget5 = null;
    }