/** * Listen is spawned by a thread in the Connect() method. It remains * in a loop receiving data as the connection is alive. * * @see Esc.StateListener.Connect */ private void Listen() { while (connected) { try { OscPacket packet = receiver.Receive(); if (null != packet) { // UnityMainThreadDispatcher.Instance ().Enqueue (ExsecuteOnMainThread_TimeCheck ()); lock (processQueue) { if (packet.IsBundle()) { ArrayList messages = packet.Values; for (int i = 0; i < messages.Count; i++) { processQueue.Add((OscMessage)messages [i]); } } else { processQueue.Add((OscMessage)packet); } } } } catch (Exception e) { Debug.LogError(e.Message); } } }