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Tips for using LSL4Unity
Markus edited this page Oct 1, 2016
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10 revisions
In the case, you intend to stream the application/game state as an LSL stream. You got several options to sample the game state. Be aware that in any case the sampling rate might not be stable and could have a significant jitter caused by heavy game logic
double thisMoment = liblsl.local_Clock(); provides a time stamp from a high precision clock. Use this to write multiple marker within the same moment in your code. LSLTimeSync.cs is an predefined component you could use for this requirement. Make sure, that this Script get executed before all other scripts. See the Script Execution Order documentation
An example snippit from the LSLMarkerStream script.
public void WriteBeforeFrameIsDisplayed(string marker)
{
pendingMarker = marker;
StartCoroutine(WriteMarkerAfterImageIsRendered());
}
IEnumerator WriteMarkerAfterImageIsRendered()
{
yield return new WaitForEndOfFrame();
Write(pendingMarker);
yield return null;
}