{"action":"created","issue":{"url":"https://api.github.com/repos/enzienaudio/heavy/issues/124","repository_url":"https://api.github.com/repos/enzienaudio/heavy","labels_url":"https://api.github.com/repos/enzienaudio/heavy/issues/124/labels{/name}","comments_url":"https://api.github.com/repos/enzienaudio/heavy/issues/124/comments","events_url":"https://api.github.com/repos/enzienaudio/heavy/issues/124/events","html_url":"https://github.com/enzienaudio/heavy/issues/124","id":175411489,"number":124,"title":"Figuring out Unity Integration","user":{"login":"diemildefreude","id":16056630,"avatar_url":"https://avatars.githubusercontent.com/u/16056630?v=3","gravatar_id":"","url":"https://api.github.com/users/diemildefreude","html_url":"https://github.com/diemildefreude","followers_url":"https://api.github.com/users/diemildefreude/followers","following_url":"https://api.github.com/users/diemildefreude/following{/other_user}","gists_url":"https://api.github.com/users/diemildefreude/gists{/gist_id}","starred_url":"https://api.github.com/users/diemildefreude/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/diemildefreude/subscriptions","organizations_url":"https://api.github.com/users/diemildefreude/orgs","repos_url":"https://api.github.com/users/diemildefreude/repos","events_url":"https://api.github.com/users/diemildefreude/events{/privacy}","received_events_url":"https://api.github.com/users/diemildefreude/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":8,"created_at":"2016-09-07T04:41:39Z","updated_at":"2016-09-15T22:18:13Z","closed_at":null,"body":"I have a somewhat complex PD patch that I want to integrate into Unity via Heavy. I've simplified it here while still leaving a lot of the objects required for the full version of the patch. I also thought the sample loader might be the problem, so I've detached the related abstraction, [gs], and replaced it with an [osc~]. If you unzip \"osctest070916.zip\" and open _main.pd with Pure Data, you'll hear that it works: A held sinus tone with periodic fluctuations in amplitude (the length, form and steepness of the amplitude envelopes change as you increase the value next to \"passage staircase\", [r passage @hv_param 0 100 0].\r\n\r\nUploading this .zip into Heavy and placing the Unity files into the Assets and Script directories of the project, I press play and nothing happens. I've exported a package of the project: \"osctest_unitypackage.zip\"\r\n\r\n[osctest070916.zip](https://github.com/enzienaudio/heavy/files/458270/osctest070916.zip)\r\n[osctest_unitypackage.zip](https://github.com/enzienaudio/heavy/files/458271/osctest_unitypackage.zip)\r\n\r\n\r\n"},"comment":{"url":"https://api.github.com/repos/enzienaudio/heavy/issues/comments/247471141","html_url":"https://github.com/enzienaudio/heavy/issues/124#issuecomment-247471141","issue_url":"https://api.github.com/repos/enzienaudio/heavy/issues/124","id":247471141,"user":{"login":"diplojocus","id":594588,"avatar_url":"https://avatars.githubusercontent.com/u/594588?v=3","gravatar_id":"","url":"https://api.github.com/users/diplojocus","html_url":"https://github.com/diplojocus","followers_url":"https://api.github.com/users/diplojocus/followers","following_url":"https://api.github.com/users/diplojocus/following{/other_user}","gists_url":"https://api.github.com/users/diplojocus/gists{/gist_id}","starred_url":"https://api.github.com/users/diplojocus/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/diplojocus/subscriptions","organizations_url":"https://api.github.com/users/diplojocus/orgs","repos_url":"https://api.github.com/users/diplojocus/repos","events_url":"https://api.github.com/users/diplojocus/events{/privacy}","received_events_url":"https://api.github.com/users/diplojocus/received_events","type":"User","site_admin":false},"created_at":"2016-09-15T22:18:13Z","updated_at":"2016-09-15T22:18:13Z","body":"hey @diemildefreude, ok so the first thing I noticed is the rhythm abstraction's metro was dependent on a toggle box that initialises itself on patch load in Pd, which I think is a recent feature added right? Anyway I wasn't aware of it before.\r\n\r\nThis isn't something that we support in heavy. Essentially what happens with toggle and number boxes is they are turned in `[f ]` objects (I think the toggle will even have a `[!= 0]` on it's input as well. GUI bangs for example also get turned into `[b ]` objects. So you can imagine that a lot of the features in the GUI side of Pd, incl object properties, won't be supported in the heavy output as it mainly focuses on audio and control-rate information.\r\n\r\nSorry that it was non-obvious what the issue was there."}}
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