wilson Posted May 19, 2018 Report Share Posted May 19, 2018 Hi, i wish to use Unity3D engine to trigger watchnet for control the cue and timeline.. Is it possible ? for my setup , we have 3 display server ..and using one watchnet to control them Quote Link to comment Share on other sites More sharing options...
jfk Posted May 19, 2018 Report Share Posted May 19, 2018 WATCHNET does not offer any external control options. WATCHNET also takes over the display computers so that you can not communicate with the display computers from other control systems when WATCHNET is active. However, your application can communicate directly with the cluster in lieu of WATCHNET using the standard cluster control commands. So you can either use standalone WATCHNET exclusively to communicate with your displays or forgo WATCHNET and control the cluster directly with your application. Quote Link to comment Share on other sites More sharing options...
wilson Posted May 19, 2018 Author Report Share Posted May 19, 2018 Hi, thanks for reply .... previously i using udp to communicate with production machine... it works both way from unity to watchout and watch out to unity... now i have 3 display computer , and i wish to skip the production machine .. that why i choose to use watchnet to remote control ...However, your application can communicate directly with the cluster in lieu of WATCHNET using the standard cluster control commands. It is mean that i need point my unity to those ip of the three machines? would it be a way for us to use websocket to trigger the function button click that we set in the WATCHNET? Quote Link to comment Share on other sites More sharing options...
Mike Fahl Posted May 19, 2018 Report Share Posted May 19, 2018 The Unity NetworkClient API should allow you to talk directly from Unity to WATCHOUT: https://docs.unity3d.com/ScriptReference/Networking.NetworkClient.html No middleman required. See the appendix in the manual for the easy-to-use communication protocol. Quote Link to comment Share on other sites More sharing options...
jfk Posted May 19, 2018 Report Share Posted May 19, 2018 8 hours ago, wilson said: ...However, your application can communicate directly with the cluster in lieu of WATCHNET using the standard cluster control commands. It is mean that i need point my unity to those ip of the three machines? No. Pick 1, any one, does not matter which you choose, all of them contain all the information needed to communicate with the group. Control commands sent to the one computer are relayed to the others. The most critical command is the load command, the watch file opened by the load command defines the other members of the cluster so the master knows how to communicate to the others. Quote Link to comment Share on other sites More sharing options...
wilson Posted May 28, 2018 Author Report Share Posted May 28, 2018 On 5/20/2018 at 6:52 AM, jfk said: No. Pick 1, any one, does not matter which you choose, all of them contain all the information needed to communicate with the group. Control commands sent to the one computer are relayed to the others. The most critical command is the load command, the watch file opened by the load command defines the other members of the cluster so the master knows how to communicate to the others. Hi .. i try unity3D send command to display server through udp.. it works... but some how when the watchnet is connected it will have issue. The display server will reload all the content when unity3D send the command for the first time . After that the unity3D command will not work .. We will need to restart the watchnet and unity3D then only the Display server ,watchnet and unity3D will workwell ... Any idea why this happen? it only happen when the first time send command from unity3D.. Quote Link to comment Share on other sites More sharing options...
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