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.
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.mdReference only
demos/unity/DataNetUnityClient.csReference only