A simple API designed to simplify the communication between Unity 3D and Arduino Compatible Boards.
The basis of this API is that both Arduino and Unity projects share a Handshake code, it is a simple way to connect to Arduino Devices without knowing previously the Serial Port (e.g. "COM3"). It can also be used to give different "names" per Arduino Board.
The Library also handles a thread for continous reading/writing from the SerialPort (in Unity Net 2.0).
Download the directory from this Github Page and follow the steps on bellow (for each Arduino and Unity 3D).
- Copy the files inside the folder SerialFinder _ Arduino to your Arduino Code's Folder, for example called "mySketch".
- Then inside your "/mySketch/" directory you must have the following files:
- SerialFinder.cpp
- SerialFinder.h
- keywords.txt
- In your sketch's main code include the library, using:
#include "SerialFinder.h"
- Copy the file Arduino.cs from SerialFinder _ Unity to your project assets folder. That's all :)
- Create a SerialFinder variable that is global:
#include "SerialFinder.h"
SerialFinder finder;
- The Handshake Code is defined in the Constructor, in this example it's "CODE" :
void setup(){
//Initialize a Serial Connection
Serial.begin(9600);//this baudrate must match the defined at Unity's Plugin.
finder = SerialFinder("CODE");
}
- Another way to initialize the SerialFinder is define an Input Handshake and an Output Handshake, this way the Arduino will only respond to specific Unity Programs:
finder = SerialFinder("Input", "Output");
- Inside the loop method we will respond for the first Handshake request, calling the method findMe():
void loop(){
if(!finder.findMe()){
return; //will block the loop in this point, until receive a proper handshake
}
//your usual code goes here.
Serial.println("Hello Unity");
}
- Final Code:
#include "SerialFinder.h"
SerialFinder finder;
void setup(){
Serial.begin(9600);
finder = SerialFinder("CODE");
}
void loop(){
if(!finder.findMe()){
return;
}
Serial.println("Hello Unity");
}
A good aproach is to extend the class Arduino (this already extends a MonoBehavior):
using UnityEngine;
using System.Collections;
public class Arduino_Connection : Arduino{
void Start(){
//Open Connection Here
}
void Update(){
}
}
The Unity Plugin provides few ways to open a connection:
- Simple Connection: The first one is the most simple, where you don't really defines a HandShake. Instead, it opens a direct Serial Connetion and Handles the Thread for input/output data:
void setup(){
Open("COM3"); //9600 bauds *default*
}
1.1. If you want to use a non-default baudrate (e.g. 115200) you can open this way:
Open(string portName, int baudRate)
ex.:
Open("COM3", 115200);
- Single Handshake: this way Unity will send a default handshake to arduino and what to a set response:
public bool Open(string handShake, bool find)
A good example is to give "names" to Arduino Boards, so you can specifiy wich device you want to connect, just like connect to a robot:
Open("Robot_0", true);
- Double Handshake: this way Unity sends a code to the Arduino and waits a specific response.
public bool Open(string handShake1, string handShake2)
ex.:
Open("Device_0", "Game_1")
In the case you only want to know if a port is connected and also responds to specified handshaks use one of the methods bellow, both will return "COM#" where # is the Port Number, or null if there is no device connected:
- Single Handshake:
private string FindPort(string handShake)
- Double Handshake:
private string FindPort(string handShake1 , string handShake2)
As an extension of the Arduino class, the main connection class can implement the
protected override void OnReceiveData (string receivedData)
{
Debug.Log (receivedData);
}
Still TODO :(
0.9
- (Feb 2015) - Main Classes created for Arduino
- (April 2016) - Implementation of simple connection Method
- Implement Write Method on Unity - Arduino.cs
- Test on Linux OS
- Test on Mac OS
Under MIT License
Copyright (c) 2015-2016 Lucas Cassiano
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.