// Use this for initialization public void Start() { osc.SetAddressHandler("/CubeXYZ", OnReceiveXYZ); osc.SetAddressHandler("/CubeX", OnReceiveX); osc.SetAddressHandler("/CubeY", OnReceiveY); osc.SetAddressHandler("/CubeZ", OnReceiveZ); osc.SetAddressHandler("/EscenaSlider", OnReceiveEscena); }
void Start() { osc = gameObject.GetComponent <OSC>(); osc.SetAddressHandler("/setModelo", enSetModelo); osc.SetAddressHandler("/setParteSolo", enSetParteSolo); osc.SetAddressHandler("/setParteMute", enSetParteMute); osc.SetAddressHandler("/setParteTransparencia", enSetParteTransparencia); }
// public float rotation=0; // Start is called before the first frame update void Start() { osc.SetAddressHandler("/forward", OnForward); osc.SetAddressHandler("/backward", OnBackward); osc.SetAddressHandler("/rotate_left", OnRotLeft); osc.SetAddressHandler("/rotate_right", OnRotRight); osc.SetAddressHandler("/reset", OnReset); }
// Use this for initialization void Start() { osc.SetAddressHandler("/motor/1", OnMotor1); osc.SetAddressHandler("/motor/2", OnMotor2); osc.SetAddressHandler("/morphoses/action", OnAction); osc.SetAddressHandler("/morphoses/next", OnNext); osc.SetAddressHandler("/morphoses/transform", OnDirectData); }
Renderer rend; //added this variable void Start() { Application.runInBackground = true; oscHandler.SetAddressHandler("/position", Position); oscHandler.SetAddressHandler("/scale", Scale); oscHandler.SetAddressHandler("/rotation", Rotation); oscHandler.SetAddressHandler("/colour", Colour); //and this line rend = GetComponent <Renderer>(); //and here we set the rend variable }
// Use this for initialization void Start() { osc.SetAddressHandler("/pose/position", OnReceiveFace); osc.SetAddressHandler("/pose/scale", onReceiveScale); setupParameters(); // remembers the original position of the camera box, so it can be reset later origin = cameraBox.transform.position; }
// Use this for initialization void Start() { osc.SetAddressHandler("/CubeXYZ", OnReceiveXYZ); osc.SetAddressHandler("/CubeX", OnReceiveX); osc.SetAddressHandler("/CubeY", OnReceiveY); osc.SetAddressHandler("/CubeZ", OnReceiveZ); osc.SetAddressHandler("/juce/channel1", OnReceiveTest); ///juce/channel1 }
// Use this for initialization void Start() { //osc.SetAddressHandler("/muse/acc", OnReceiveAccelerometer); osc.SetAddressHandler("/muse/eeg", OnReceiveEEG); osc.SetAddressHandler("/muse/elements/experimental/concentration", OnReceiveConcentration); osc.SetAddressHandler("/muse/elements/jaw_clench", OnReceiveJawClench); osc.SetAddressHandler("/muse/elements/blink", OnReceiveBlink); //osc.SetAllMessageHandler(OnReceiveMessage); }
// Use this for initialization void Start() { pointerX = 0; pointerY = 0; osc.SetAddressHandler("/pointerX", OnReceivePointerX); osc.SetAddressHandler("/pointerY", OnReceivePointerY); osc.SetAddressHandler("/hand_closed", OnReceiveHandStatus); osc.SetAddressHandler("/stand_sit", OnBodyStanceChange); }
// Use this for initialization void Start() { rx = 0; ry = 0; rz = 0; originRotation = transform.rotation; osc.SetAddressHandler("/cameraRx", OnReceiveRx); osc.SetAddressHandler("/cameraRy", OnReceiveRy); osc.SetAddressHandler("/cameraRz", OnReceiveRz); }
// Start is called before the first frame update void Start() { startRotation = this.transform.rotation.eulerAngles; osc = GetComponent <OSC>(); osc.SetAddressHandler("/CubeXYZ", OnReceiveXYZ); osc.SetAddressHandler("/Tilt", OnReceiveX); osc.SetAddressHandler("/Pan", OnReceiveY); }
//Velocidad de movimiento // public float rotationSpeed = 100.0F; //Velocidad de rotación // Use this for initialization public void Start() { // osc.SetAddressHandler ("/user1/guanteDer/PosX", OnReceiveX); // osc.SetAddressHandler ("/user1/guanteDer/PosY", OnReceiveY); // osc.SetAddressHandler ("/user1/guanteDer/PosZ", OnReceiveZ); // osc.SetAddressHandler ("/user1/guanteDer/PosX", OnReceiveY); osc.SetAddressHandler("/user1/guanteDer/PosY", OnReceiveZ); //Mueve en --Z-- osc.SetAddressHandler("/user1/guanteDer/PosZ", OnReceiveX); //Mueve en --X-- }
void Start() { eyeBallCenter = transform.position - new Vector3(0, 0, EyeRadius); if (!IsSender) { osc.SetAddressHandler(FollowAddress, followAddressHandler); osc.SetAddressHandler(ResetAddress, resetAddressHandler); osc.SetAddressHandler(RollAddress, rollAddressHandler); } }
// Use this for initialization void Start() { osc = GameObject.Find("OSC").GetComponent <OSC>(); osc.SetAddressHandler("/CubeXYZ", OnReceiveXYZ); osc.SetAddressHandler("/CubeX", OnReceiveX); osc.SetAddressHandler("/CubeY", OnReceiveY); osc.SetAddressHandler("/CubeZ", OnReceiveZ); //CameraRig.GetComponent<SteamVR_PlayArea>().GetBounds(SteamVR_PlayArea.Size.Calibrated, ref rect) //Vector3[] vertices = CameraRig.GetComponent<SteamVR_PlayArea>().vertices; //Instantiate(cube, vertices[1], Quaternion.identity); }
void RemoteStringCheck() { // let's create the reference -- If we have a remote string active RemoteStrings[] instanceRemoteStrings; instanceRemoteStrings = FindObjectsOfType(typeof(RemoteStrings)) as RemoteStrings[]; GameObject remoteGameobject = this.gameObject; if (instanceRemoteStrings.Length > 0) { foreach (RemoteStrings item in instanceRemoteStrings) { if (item.startup_port == listenPort) { remoteGameobject = item.gameObject; } } oscReference = remoteGameobject.GetComponent <OSC> (); // check the type to receive string stringType = ""; if (localType == typeof(float)) { stringType = "FLT"; } else if (localType == typeof(bool)) { stringType = "BOL"; } else if (localType == typeof(int)) { stringType = "INT"; } else { stringType = "FLT"; } //oscReference.SetAddressHandler ("SEND "+stringType+" "+address.Substring(1), OnReceiveRemote); if (requirements.requiredArgumentsAmount > 1) { for (int i = 0; i < requirements.requiredArgumentsAmount; i++) { oscReference.SetAddressHandler("SEND " + stringType + " " + address.Substring(1) + "##" + i, OnReceiveStrings); } } else { oscReference.SetAddressHandler("SEND " + stringType + " " + address.Substring(1), OnReceive); } initString = true; } }
void Start() { ps = GetComponent <ParticleSystem>(); var shape = ps.shape; osc.SetAddressHandler("/EmotionXY", OnReceiveEmoXY); osc.SetAddressHandler("/EEGGamma", onReceiveGamma); osc.SetAddressHandler("/muse/elements/gamma_absolute", onReceiveGamma); SetXY(0, 0); }
public void Configurar(OSC _o, int _kin, int _id) { o = _o; id = _id; kin = _kin; if (kin == 1) { o.SetAddressHandler("/KIN1/Updated/", RecibirDatosPersonaKin1); } if (kin == 2) { o.SetAddressHandler("/KIN2/Updated/", RecibirDatosPersonaKin2); } }
// Use this for initialization void Start() { //osc addresses: //currently there are 4 locations (T3, T4, 01, 02), //each with /alpha, /beta, /gamma, and /theta frequencies //this demo scene maps 3 of the beta values to color, and the 4th to a scale value osc.SetAddressHandler("/Attention", AttentionToStoredFloat); osc.SetAddressHandler("/Stress", StressToStoredFloat); osc.SetAddressHandler("/Relax", RelaxToStoredFloat); osc.SetAddressHandler("/Meditation", MeditationToStoredFloat); stateValues = new float[(int)EmotionalState.numEntries]; currentState = (EmotionalState)4; }
// Use this for initialization void Start() { // TODO turn back on for osc drawing //osc.SetAddressHandler("/date", receiveDraw); osc.SetAddressHandler("/rightR", ringSpinR); osc.SetAddressHandler("/leftR", ringSpinL); osc.SetAddressHandler("/glove", receiveGlove); osc.SetAddressHandler("/rod", rodMove); MLPrivileges.Start(); ring.maxAngularVelocity = .4f; }
// Use this for initialization void Start() { osc = gameObject.GetComponent <OSC>(); estado = GameObject.FindWithTag("Modelo").GetComponent <MatrizDeEstado>(); osc.SetAddressHandler("/setRot", enSetRot); osc.SetAddressHandler("/setPos", enSetPos); osc.SetAddressHandler("/setTam", enSetTam); osc.SetAddressHandler("/getPartes", enviarListaPartes); osc.SetAddressHandler("/getModelos", enviarListaModelos); rotacion = new Vector3(0, 0, 0); posicion = new Vector3(0, 0, 0); escala = new Vector3(0, 0, 0); listaDeModelos = GameObject.FindWithTag("Modelo").GetComponent <ListaDeModelos>(); listaDePartes = GameObject.FindWithTag("Modelo").GetComponent <ListaDePartes>(); }
/** * Start is called before the first frame update */ void Start() { gameOver = false; // Find the game objects and connect to OSC for the spirometer. oscGameObject = GameObject.Find("OSC"); oscScript = oscGameObject.GetComponent <OSC>(); oscScript.SetAddressHandler("/Spirometer/C", BreathData); s = sel.GetComponent <FruitSelector>(); cycleCounter = 0; stoneHandUpdate = true; stoneFruitUpdate = true; // Instantiate the leaderboard and find the appropriate game objects. this.fwLeaderBoard = dreamloLeaderBoard.GetSceneDreamloLeaderboard(); topNameList = GameObject.Find("Top Names List").GetComponent <Text>(); topScoreList = GameObject.Find("Top Scores List").GetComponent <Text>(); topRankList = GameObject.Find("Top Ranks List").GetComponent <Text>(); stoneHandDistance = 0; stoneFruitDistance = 0; CanvasText.GetComponent <Text>().text = "Inhale Target Time: " + inhaleTime.ToString(); ScoreText.GetComponent <Text>().text = "Points: " + score.ToString(); }
// Use this for initialization void Start() { osc.SetAddressHandler("/speed", OnReceiveSpeed); // connect to the video player mVideo = gameObject.GetComponent <UnityEngine.Video.VideoPlayer>(); Debug.Log("start receive speed "); }
// Start is called before the first frame update void Start() { osc.SetAddressHandler("/data", OnData); osc.SetAllMessageHandler(OnReceiveAnything); timer = 0; messageno = 2; }
// Use this for initialization void Start() { osc.SetAddressHandler("/CubeXYZ", OnReceiveXYZ); // osc.SetAddressHandler("/CubeX", OnReceiveX); // osc.SetAddressHandler("/CubeY", OnReceiveY); // osc.SetAddressHandler("/CubeZ", OnReceiveZ); }
// string Index = "/track1name"; // Use this for initialization void Start() { osc.SetAddressHandler("/Track1Pan", OnReceiveName1); IsAutoOn.GetComponent <IsAutoOn>(); currentPosition = Sphere1.transform.position; }
// Start is called before the first frame update void Start() { if (osc == null) { osc = GameObject.Find("OSCHandler").GetComponent <OSC>(); } osc.SetAddressHandler(oscAdress, OnReceive); }
void Start() { ps = GetComponent <ParticleSystem>(); var shape = ps.shape; osc.SetAddressHandler("/EmotionXY", OnReceiveEmoXY); }
void Start() { cameraGoalPos = camera.transform.position; cameraInitialPos = Vector3.Lerp(camera.transform.position, camera.transform.position, 1.0f); osc.SetAddressHandler("/pose_2d", OnReceive2d); osc.SetAddressHandler("/pose_3d", OnReceive3d); /////// 2 person start //// Vector3 pos = camera.transform.position; pos.x = 4.35f; pos.y = 8.89f; pos.z = -7.67f; camera.transform.position = pos; /////// 2 person end //// }
private void Start() { for (int i = 0; i < 6; i++) { int jackNum = i; _osc.SetAddressHandler("/" + BASE_PATH + "/" + A_JACK_PATH, ReceiveAJacks); } }
void Start() { // check for OSC osc = GetComponent <OSC>(); if (osc == null) { Debug.LogError("No OSC Component found. MuseListener disabled."); gameObject.SetActive(false); return; } // accelerometer osc.SetAddressHandler("/muse/acc", AccelerometerListener); // Absolute Band Powers osc.SetAddressHandler("/muse/elements/delta_absolute", AbsoluteDeltaListener); osc.SetAddressHandler("/muse/elements/theta_absolute", AbsoluteThetaListener); osc.SetAddressHandler("/muse/elements/alpha_absolute", AbsoluteAlphaListener); osc.SetAddressHandler("/muse/elements/beta_absolute", AbsoluteBetaListener); osc.SetAddressHandler("/muse/elements/gamma_absolute", AbsoluteGammaListener); // Headband Status osc.SetAddressHandler("/muse/elements/touching_forehead", HeadbandStatusListener); }