Closed alexfr98 closed 1 month ago
I tried also the wireless connection using only Python and it works fine! I was using the examples SendStringMarkers.py and ReceiveStringMarkers.py
Hi @alexfr98 , I'm going to close this because it seems like a Unity-specific issue, and not confined to pylsl.
Actually, it's probably the most common complaint recently that LSL does not work properly across multiple devices when one of them is in Unity. If you join the support Slack then you'll see already some conversations about LSL in Unity there.
From what I can tell, one or several of the following things are happening:
None of this is too definitive, just based on what others have said.
Hello!
First, thank you for your awesome package. I was using it with the Oculus Quest 2, cable link, and my computer and it works perfectly fine. Now I want to do it on a different computer. With one, I will have the Unity application which will be the one sending a marker, and on another computer, I have the Python string marker receiver code, which has to receive the information. This setup is not working when these two codes are on different computers connected to the same private network. The tests were run in Windows, MacOS and with two different private networks.
I already set up the firewall settings to accept all types of network communication (private and public) in Unity and Python.
Do you know if the package should work in a wireless connection? I understand that LSL uses UDP Broadcasting, so I think it should work. but I'm not sure if I did all the required steps.
The Python code is the same that in you example ReceiveStringMarkers example: https://github.com/labstreaminglayer/pylsl/blob/master/pylsl/examples/ReceiveStringMarkers.py
Code in Unity (really similar to your sample):
Thank you very much and sorry to disturb you! Hopefully, we will be able to solve this!
Greetings, AF