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  1. I've noticed that when there's not enough bandwidth available for the samples that I'm sending (over a highly variable, low speed WAN) the subscriber starts to receive updates far slower than real time, up to five or ten seconds behind. I'm sending small updates at a high frequency and I'm guessing that the OS is queuing up the packets and since the payloads are small a great number of them can get queued up. I'm sending best effort so eventually packets will be get dropped but I'd really like to find a way to stay as close as possible to real time by automatically reducing the update rate when the time it takes for a sample to be received goes above some small threshold. It seems like something like this could be possible if the DataReader were to occasionally report the delta between a timestamp on a sample it gets and the current time. The DataWriter could then cut automatically cut back on its publication rate until near real time updates are received by the subscriber. I looked through the QoS settings and documentation but I couldn't find anything that looked like it would automatically adjust update rates. Is there anything built into OpenSplice to do this or is this something that's generally dealt with at the application level?
  2. Jeff

    Using Unity3d with OpenSplice

    Happy to report that OpenSplice 6.7.170523 works with Unity 2017.1.0p4; just needed to go into Player settings and set "Scripting Runtime Version" to "Experimental (.NET 4.6 Equivalent)".
  3. Jeff

    Problems adding fields to topics

    FWIW with OpenSplice Community Edition 6.4.140407 simply changing the URI didn't fix the issue; I had to change both the domain name and id number. I'm still occasionally experiencing the issue even though I'm no longer making changes to the IDL. I'm using the same idlpp to create both the cs and cpp versions of the code. I wonder if it might have something to do with differences in how the code gets generated and/or whether I start a cpp or a C# application first.
  4. Jeff

    Using Unity3d with OpenSplice

    It turns out it was because Unity doesn't seem to automatically copy .netmodule files into builds. I did a manual build step to copy dcpssacs.netmodule and now its working fine.
  5. Jeff

    bindings for python / ruby ?

    I did some searching for python and I found pyDDS but it seems to be written for RTI so I'm not sure if it will work with OpenSplice. Also just wanted to bump this thread to see if anyone has done anything in python since this was last posted to nearly 5 years ago!
  6. Jeff

    Using Unity3d with OpenSplice

    I've found that Unity 4.6.3f1 (32bit) and 5.3.5f1 (64 bit) both seem to work fine with OpenSplice 6.4.140407OSS, at least in the Unity Editor. I've taken the code created by idlpp and brought it right into my projects. I'm publishing data from one project and subscribing to it from another. I'm using the stock dcpssacsAssembly.dll and I don't get any of the Framework errors reported by the OP. The problem I'm having is that when I try to run a build my OpenSplice based script fails to load with : A script behaviour has a different serialization layout when loading. (Read 32 bytes but expected 308 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? My code doesn't use UNITY_EDITOR anywhere and the unfortunately the log doesn't really give me much else to go on. Everything works so well in the Editor that I'm really hoping there might be a straightforward fix for this.