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unity

A Bonsai interface for the Unity real-time development platform

Introduction

This repository contains a Unity package and minimal sample project to allow the Unity engine to interface with Bonsai workflows. This interface can be used to pass data between Unity and Bonsai at runtime and harness Bonsai reactive workflows to perform image processing tasks, integrate Arduino devices, perform machine-learning tasks etc.

Installation

To install the interface, download the 'bonsai-interface' Unity package from this repository and open it in a new Unity project (Assets >> Import Package >> Custom Package), importing everything in the Bonsai and Packages folders. This will import the core Bonsai interface components and some required libraries.

Once the import has completed, navigate to the Bonsai folder in Assets and locate the 'BonsaiInstaller' asset. Click on the asset and follow the steps in the custom inspector dialog in order.

BonsaiInstaller

  • Download will download a portable archive of the Bonsai exectuable in the root project folder.
  • Install performs first time setup of the Bonsai environment in Unity and open the Bonsai editor. Close the Bonsai editor after this step to complete installation.
  • Launch Bonsai will reopen the Bonsai editor.
  • Consolidate packages ensures that the required libraries for running a Bonsai process from a Unity instance are copied from the Bonsai environment. This step should be performed after importing any new packages in the Bonsai editor.

Quick start

As a quick minimal example, we'll create a Bonsai workflow with a periodic timer that emits events every second, and then log those events to the Debug window in Unity.

Click Launch Bonsai and create a new Bonsai project. Add a timer node with a period of 1s. Connect the timer to a PublishSubject node and give it a name like 'TimerOutput'. Save the workflow in the assets folder of your Unity project (as e.g. timer-test.bonsai).

Timer test workflow

In the Unity editor, locate the Bonsai menu (located with File, Edit etc.) and select 'Create Bonsai workflow asset' and then open the created .bonsai workflow in the assets folder. This will convert the .bonsai file into a scriptable object that can be dragged into the Unity inspector later.

Create a new empty game object in the Unity scene hierarchy and add the 'BonsaiWorkflow' component. In the 'BonsaiWorkflowAsset' field drag in the newly created scriptable object from assets.

Bonsai workflow component

Create a new script called 'WorkflowMonitor' on the same empty game object and add the code:

using UnityEngine;
using Bonsai.Expressions;

public class WorkflowMonitor : MonoBehaviour
{
    [HideInInspector]
    public BonsaiWorkflow workflow;

    // Start is called before the first frame update
    void Start()
    {
        workflow = GetComponent<BonsaiWorkflow>();

        workflow.InjectSubscription("TimerOutput", 
                                    typeof(PublishSubjectBuilder), 
                                    (u) => { Debug.Log(u); });
    }
}

Hit play in the Unity editor and you should see the timer output logged to the Console.

This is a very minimal example but demonstrates the basic workflow for using the Bonsai interface.

  • First a workflow is created with some data that we want to pass to Unity. Generally it is useful to expose this data with a Subject like PublishSubject so that we can explicitly name the data sequence, but any of the Bonsai operators can be linked to in Unity.
  • The workflow is saved and converted to a scriptable object, which can then be used by a game object with the 'BonsaiWorkflow' component. This component also takes care of managing subscriptions and starting the workflow when the Unity scene is initalised.
  • Other Unity scripts interact with the workflow via the 'InjectSubscribe' method of the 'BonsaiWorkflow' component. This method takes a name string and type to locate the desired node in the workflow, as well as an Action that defines what Unity should do with data that arrives from this node (in this case just log the value to the console). These 'InjectSubscribe' calls should usually be defined in the Start method of a MonoBehaviour.

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