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Test Build on MacOSX

Open xfleckx opened this issue 8 years ago • 14 comments

I'm would appreciate that someone on a Mac could test building the DemoScene.

Please build for all available target plattforms on Mac so we make sure for which cases it will work.

xfleckx avatar Aug 04 '16 21:08 xfleckx

I'll do it if you don't mind

Argzero avatar Mar 06 '19 22:03 Argzero

Thx, go for it. :)

xfleckx avatar Mar 09 '19 15:03 xfleckx

Attaching a video of build on OSX 64-bit

Argzero avatar Nov 04 '19 00:11 Argzero

Built the Demo Inlet Scene. Made some modifications to suit my specific stream. https://youtu.be/B9uFhEEFlU8

Argzero avatar Nov 04 '19 00:11 Argzero

Note: I added some of the changes I thought others might benefit from to my recent pull request. Please let me know if there are any concerns!

Argzero avatar Nov 08 '19 07:11 Argzero

I did notice that occasionally, on OSX at least, when my code recompiles while playing, this sometimes causes Unity itself to crash.

Seeing as this is a bug with the editor and not the build this creates a separate issue that needs resolution. My guess is its a memory management issue since Unity gives no meaningful commentary on crashing. I can check to see if there's a log file if you need more information but I'm going to make a separate issue on this.

Argzero avatar Nov 08 '19 07:11 Argzero

Big thx, @Argzero ! Unfortunately I'm not able to maintain the project more regularly. Are you interested in becoming a maintainer of the project?

xfleckx avatar Nov 09 '19 12:11 xfleckx

Hello, it might not be the best place to discuss that, but if you are looking for help maintaining the project, I bet there are several users that could give a hand -- for instance I'd be willing to help clean out the bug tracker :)

On the research side I have been using LSL4Unity together with @jelenaLis , updating our branch with some fixes / improvements here and there. And now within Ullo ( http://ullo-world.fr/website/en ) we are also using it extensively for various developments, so we might have ressources there as well to contribute. If you consider opening up the dev, it could be an opportunity to discuss some functionalities that LSL4Unity could provide beyond LSL itself -- for example in my tiny slightly oldest and finally ditched https://github.com/conphyture/LSL2Unity/ I had the need for normalizing on the fly inputs which boundaries were unknown, I don't know up to which point it could be interesting for others.

Finally, beside the pure dev there is also the documentation, @jelenaLis wrote detailed tutorials about LSL4Unity, we could update it and put it in a wiki section -- or even run a dedicated github page, depending on the ambitions ^^

Whatever the future directions, this project became an important piece of software for many people interested in physio, I just hope it will keep up with the new software :)

jfrey-xx avatar Nov 09 '19 14:11 jfrey-xx

Hi all,

@xfleckx , if you would like to transfer ownership of the repo to the labstreaminglayer group (via transferring to me first), I can then administer access rights. Of course I'll add you right away and I can add other contributors who are invested in it.

That being said, I would like to see the LSL.cs updates and library-loading friendliness here get back-ported to liblsl-Csharp and have LSL4Unity be reliant on that, rather than have the two diverging versions of LSL.cs we have now.

cboulay avatar Nov 09 '19 15:11 cboulay

@cboulay I transfered the ownership to you. Thx for the takeover.

xfleckx avatar Nov 09 '19 15:11 xfleckx

...and thanks for opening the repo, I'll have a look at what I have so far on my side, cleaning up the code in the process!

jfrey-xx avatar Nov 09 '19 20:11 jfrey-xx

I would like to be included in this access so that I may continue to contribute.

Argzero avatar Nov 10 '19 01:11 Argzero

Sure thing.

Even though we have more people with write access now, I would still prefer that any changes to the master branch come in the form of pull requests. However you should feel free to use this repository for your feature branches while preparing a PR. It makes it slightly easier for the rest of us to test it out.

I usually don't mind pushing directly to master if you're patching a bug you created in a recent merge.

cboulay avatar Nov 10 '19 02:11 cboulay

Sure thing

Argzero avatar Nov 10 '19 03:11 Argzero