Mqtt to Unity via shiftr.io
Version vom 25. Mai 2020, 16:15 Uhr von AKrause (Diskussion | Beiträge)
Create yourself a namespace on
shiftr.io
Download MQTT library from MQTT_in_Unity
Create a Unity Project (2019 version)
- go to ASSETS --> Import Custom Pages --> Import the Mqtt Package you just downloaded to your Unity project
- Go to Project Window --> Assets --> MQTT --> Scripts --> Test → delete TestScript. Create a new Script with the following Code (name it mqttShiftrIO):
using UnityEngine;
using System;
using System.Net;
using System.Collections;
using System.Collections.Generic;
using uPLibrary.Networking.M2Mqtt;
using uPLibrary.Networking.M2Mqtt.Messages;
using uPLibrary.Networking.M2Mqtt.Utility;
using uPLibrary.Networking.M2Mqtt.Exceptions;
public class mqttShiftrIO : Mirror.NetworkBehaviour
{
private MqttClient client;
// Use this for random Client_ID
//const string glyphs = "abcdefghijklmnopqrstuvwxyz0123456789";
//int charAmount;
public string Shiftrio_ClientID = "MyNameOnShiftIoIwant";
public string Shiftrio_Key = "key findest du im token";
public string Shiftrio_Secret = "langeNummer findest du unter secret im token";
public string msg = "";
public List<string> topics_sub = new List<string>();
void Start () {
// create client instance
client = new MqttClient(IPAddress.Parse("34.76.6.166"), 1883 , false , null ); ////////"34.76.6.166" ---> IP from boker.shiftr.io
// register to message received ---> EventSystem
client.MqttMsgPublishReceived += client_MqttMsgPublishReceived;
/////////////////////////////////////////////////////////Randomize Client ID ///////////////////////////////
//charAmount = UnityEngine.Random.Range(3, 8);
//for (int i = 0; i < charAmount; i++)
//{
// Shiftrio_ClientID += glyphs[UnityEngine.Random.Range(0, glyphs.Length)];
//}
client.Connect(Shiftrio_ClientID, Shiftrio_Key, Shiftrio_Secret);
// subscribe to the topics in the list with QoS 2
foreach (String topic in topics_sub) {
client.Subscribe(new string[] { topic }, new byte[] { MqttMsgBase.QOS_LEVEL_EXACTLY_ONCE });
}
}
void client_MqttMsgPublishReceived(object sender, MqttMsgPublishEventArgs e)
{
string topic = e.Topic;
msg = System.Text.Encoding.UTF8.GetString(e.Message);
Debug.Log("Received: " + topic +" --> "+ msg);
debug.text = msg;
}
void OnGUI()//creates Button to Press
{
if (GUI.Button(new Rect(20, 40, 80, 20), "Send"))
{
Debug.Log("sending...");
client.Publish("hello/world", System.Text.Encoding.UTF8.GetBytes("Sending from Unity3D!!!"), MqttMsgBase.QOS_LEVEL_EXACTLY_ONCE, true);
Debug.Log("sent");
}
}
}
- Create an empty game object and put the mqttShiftrIO script on it
- go to the name space of Shiftr.io → click on Token
- Check your Key(Username)
Secret(Passwort) and transfer to Unity editor --> you can change the message that is shown in the inspector in the mqttShiftrIO
- Topic subscribe → you can change the number of topics you subscribe to
- delay (100) --> the amount of data that is send to shiftr.io is still in it's converting rate