Closed ClaytonHughes closed 5 years ago
Dear ClaytonHughes,
Thank you very much for your helpful posts and for the very useful battery of conducted tests !
We replicated these conditions and in fact there was an undesirable behaviour due to a misplacement of a specific line of code (inside PluxDeviceManager.cs:DisconnectPluxDev function), essentially we were not destroying the object responsible for storing dealing with the connection between the computer and device, so, while reconnecting we were trying to pair with a device that was still connected.
In the new commit the first tests seems promising on fixing this issue, however, if you continue facing this undesirable bug, please, do not hesitate to reopen the discussion.
Your practical application of the Unity API are being extremely important for us to solve some undetected problems on the first release, we are continuously improving our work being your great contribution invaluable.
My best and sincere regards,
GRamosPlux
Please see the related PR: https://github.com/biosignalsplux/unity-sample/pull/2
Running either
CanInitTwice
orCanInitTwiceWithDelay
will cause the Unity Editor to crash (make sure your device is on). RunningCanInitDestroy
more than once causes the same crash.Environment notes: tested on Unity x64 2018.3.11f1, Windows 10 (version 1809).