In the current version of CsoundUnity (3.4), Csound UDOs are not easy to use, if they are on an external file and not in the csd.
To be able to load a .udo file, the user has to do a very boring process of:
- place the .udo file in the StreamingAssets folder or in the Resources folder
- starting the scene with the CsoundUnity GameObject deactivated, with the INCDIR environment setting pointing to the PersistentDataPath
- copy the .udo file with a script in the PersistentDataPath (if using the Resources folder it has to be renamed to .txt to be able to use Resources.Load)
- once this copy is done, finally activate the CsoundUnity GameObject so that when Csound is started the above .udo can be found.
I’m hoping to simplify this process so I’m asking for suggestions:
how would you expect it to work?
We can’t assume Csound will have access to the folder where the UDOs are saved, once the application is built.
CsoundUnity users, have your say!