Hello all,
Jumping off on exploring the possibilities that Scanned Synthesis has to offer in Unity. Running into some issues early on here…
In trying to get a Scanned Instrument to run in Unity, it’s come to my attention that in order to do so would require the Csoundunity component to have a global environment folder to seek out it’s necessary “OPCODE6DIR64” pieces. (This is because scanu and scans opcodes come as plugins.) This, as well as folder to the “SFDIR”, which will contain the “.matrixb” file, often used in the scanu opcode.
As of now, I’ve gathered some technique from the EnvironmentVars Scenes from the ~Samples in the Csoundunity GitHub. It seems like the method of doing this is during Start(). The script in the example is used for a Sound Font file. I believe that the same method used in that script can be used to create a place to store Plugins as well? I’ll attach what I’ve been experimenting with for the script. As of now, the "var plugin = Resources.Load(pluginName); " line is returning Null.
I have both the libscansyn.dylib (the plugin for scan) and the .matrixb file in a folder called “Resources”. The Csoundunity component is on an object with both a path for SFDIR and OPCODE6DIR64.
Just wondering all the things that I should be considering with this. I’m excited to get moving with scanu in Unity, and believe that this might just be the main technical hurdle to get past.
Also---- I am on macOS, and am trying to make a build onto the Quest 2, so an Android build will be necessary.
Also Also—This is my first post here, so please let me know anything I could do to improve my writing! Or anything else I can include with this post :).
Initializer_Alternative_Plugins.cs (1.9 KB)