Optitrack Plugin to stream data to a UWP device
Posted: Sun Dec 18, 2016 11:12 pm
Hi everybody! Thanks for last time and all the advice given here, it has been really helpful.
I haven't been able to find a solution to the problem I have encountered recently though. In my project, I am using a UWP device as a client. It is supposed to receive packets from my computer running Motive, i.e. the server. The packets are received in a Unity app based on the Optitrack Plugin for Unity where I have an empty GameObject holding the script OptitrackStreamingClient. Everything is built and deployed smoothly. I can run the application as well and I am able to see the content of my scene. However, my UWP app cannot connect to the server and thus cannot receive anything whereas it is able to do so while in Unity...
I thought the problem was caused by my scripts or my network. I tested them both in a PC-to-PC setup, using Wi-Fi, but it worked well. I also changed ports, unicast-multicast, the interface,etc., but in vain. I then thought that the NatNet DLL used in a UWP environment might be the source of the problem. However, the C# scripts acting as wrappers, there shouldn't be any issues on that side, right ? The other thing that makes me think that way is that, since my client is unable to establish a connection, an exception is thrown and the call of that exception is actually made from the DLL. As far as Unity capabilities are concerned, I have enabled InternetClient, InternetClientServer,PrivateNetworkClientServer as well as everything else that is required for my UWP device.
Would someone have any idea or suggestion on what is happening here ? I can provide further information if needed.
Thanks a lot !
I haven't been able to find a solution to the problem I have encountered recently though. In my project, I am using a UWP device as a client. It is supposed to receive packets from my computer running Motive, i.e. the server. The packets are received in a Unity app based on the Optitrack Plugin for Unity where I have an empty GameObject holding the script OptitrackStreamingClient. Everything is built and deployed smoothly. I can run the application as well and I am able to see the content of my scene. However, my UWP app cannot connect to the server and thus cannot receive anything whereas it is able to do so while in Unity...
I thought the problem was caused by my scripts or my network. I tested them both in a PC-to-PC setup, using Wi-Fi, but it worked well. I also changed ports, unicast-multicast, the interface,etc., but in vain. I then thought that the NatNet DLL used in a UWP environment might be the source of the problem. However, the C# scripts acting as wrappers, there shouldn't be any issues on that side, right ? The other thing that makes me think that way is that, since my client is unable to establish a connection, an exception is thrown and the call of that exception is actually made from the DLL. As far as Unity capabilities are concerned, I have enabled InternetClient, InternetClientServer,PrivateNetworkClientServer as well as everything else that is required for my UWP device.
Would someone have any idea or suggestion on what is happening here ? I can provide further information if needed.
Thanks a lot !