hi Patrick, i can let others chime in, but as i recall there's a number of methods here. Patrick Sebastien's method uses libpd running directly in Unity, and i must admit it's a little confusing for me to understand as well. 

another method uses Unity and PD separately during development but pairs it with libpd at build time. however, if you're running a Kinect off of it, then it sounds like it's more of an installation thing than an enclosed app, so this could also work.

i would have a look at the Kalimba framework. it might be clearer as to what's happening, with PD communicating to/from Unity separately via OSC. here's the github for Kalimba:

https://github.com/hagish/kalimba

good luck!


best,
scott


On Wed, Aug 13, 2014 at 9:32 AM, Pagano, Patrick <pat@digitalworlds.ufl.edu> wrote:
Hello

I am working on a simple game project for a child's museum that has a delivery date of October 30, so i have a little time to play around a bit and i was considering using libpd with Unity3D for the audio portion of the game.
The game is a Egyptian game so i need a sample to run as soon as the game starts with some Egyptian music playing.
The game players will be tracked with Kinect and at one point Kick Snakes for points [Kicking Asps] and i need there to be a sample fired off each time a snake is successfully kicked. So really two samples need to be fired off from Unity to libpd. 

The pd portion i have no problem creating but i am wondering if anyone on list has a Unity example they would be willing to share that Pd receives a bang from Unity3D? The online example from Patrick Sebastien seems to be this hard-coded midi note patch that randomizes an osc and it's very confusing as i cannot figure out where the data is being exchanged.

Any help would be greatly appreciated and i will of course credit you in the game credits 

thank you

Patrick

Patrick Pagano B.S, M.F.A
Audio and Projection Design Faculty
Digital Worlds Institute
University of Florida, USA

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