Engine and 3D Demos

Unity Scene Sync

TBD roadmap placeholder for a Unity C# package that syncs scene objects and controller state through Data Network.

PlannedLocal setup requiredPlannedState JSON

What this demo proves

This reserves the installation, XR, and location-based entertainment path where Unity scenes consume the same channels as browser, hardware, and script demos.

Platforms

UnityC#

Payload types

BooleanFloatArrayJSON / object

Channel names

demo.unity.scenePlanned Unity scene-sync channel for C# runtime demos.
demo.json.stateCanonical structured-state channel for browser and SDK parity demos.

Example payload

{
  "mode": "active",
  "position": {
    "x": 120,
    "y": 84
  },
  "enabled": true
}

Compatibility notes

Browser JavaScriptNative
Node.jsNative
PythonNative
p5.jsJSON wrapped
ProcessingJSON wrapped
ArduinoJSON wrapped
ESP32 / ESP8266JSON wrapped
Serial bridgeAdapter required
TouchDesignerNot yet supported

Run online

  • TBD: Unity is primarily a local/editor workflow; provide a recorded preview or WebGL build only after the SDK path is stable.

Run locally

  • TBD: add a Unity package or sample scene that authenticates, subscribes to demo.unity.scene, and maps messages onto GameObject transforms, materials, or UI state.

Expected output

  • A Unity scene updates in realtime from shared Data Network channels and can publish state back to browsers or hardware.

Troubleshooting

  • TBD: document Unity version, WebSocket client choice, play-mode lifecycle, reconnect behavior, and API key handling.

Source files

demos/unity/README.md
Reference only
demos/unity/DataNetUnityClient.cs
Reference only