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GameSense™ Client for Unity Engine

GameSense™ Client for Unity Engine simplifies the process of integrating GameSense™ in your project. It minimizes the amount of work required to communicate with the GameSense™ server, exposes a simple-to-use API, and provides GUI editor tools.

More info

Installation

Simply place the contents of this repository somewhere in your project's Assets directory, preferably inside Assets\Scripts\GameSense.

The client relies on the presence of the SteelSeries Engine 3 (aka the GameSense™ server). You can download it from here.

At this time, only Windows and OSX platforms are supported.

Usage

NOTE: It is strongly advised you familiarize yourself with how GameSense™ works first! Please make sure to visit the SDK pages (link at the top) to learn the high-level concepts.

There are two ways to use the client. One way involves the use of GUI editors, working with assets and a minimum amount of scripting. The other way is to use the client entirely through script. Choose your poison. In any case, the process boils down to the following steps:

  • registering your game
  • registering (or binding) events (with handlers)
  • sending update events

Using GUI Editors

You can enable this method by dragging GameSenseManager.prefab into the scene hierarchy and selecting from there. In the inspector window, you should be able to see several properties allowing you to configure GameSense™.

Registering a Game

The first three input fields are responsible for registering your game with the server. They are defined as follows:

  • Game Name - the unique string identifying your game. Legal character set for this field is limited to uppercase A-Z, the digits 0-9, hyphen, and underscore.
  • Game Display Name - this name will appear under GameSense tab in SteelSeries Engine 3. You can use any characters here.
  • Icon Color - the color of the icon that will be displayed along with the game name in SteelSeries Engine 3.

Defining Events

Among the properties of GameSenseManager there is a field Events. It represents an array of events that will be registered or bound with the server. Please set the number of events you want to define. For each event, you will need to specify the following:

  • Event Name - the unique string identifying the event. The same rules apply as for the Game Name field: only uppercase A-Z, 0-9, hyphen, and underscore are allowed.
  • Min/Max Value - these two fields define an integer domain for the event. Typically, you will specify 0-1 for events that toggle state or 0-100 for events like health status.
  • Icon Id - you can select the default (no icon) or one of the available icon identifiers. The corresponding icon will be displayed along with the event in SteelSeries Engine 3.
  • Handlers - this field is optional. You can omit it if you want to defer the handler specification. This way, the user will be responsible for defining the behavior for your events. Otherwise, please refer to the following section.

Defining Handlers

You can choose to provide a default behavior for each event you define. There is a number of inspector tools at your disposal to accomplish the task. Again, please brush up on the basics of handler specification. This section assumes you understand the structure of handlers. In order to keep things clean and organized, please create the following directory hierarchy somewhere in your Assets directory:

	───┬ GameSenseData/
	   ├──── Handler/
	   ├──── DeviceZone/
	   ├──── ColorEffect/
	   ├──── TactilePattern/
	   └──── Rate/

These directories will store our assets that will be building blocks of our handlers. The remaining part of this section will demonstrate how to create a handler for Apex M800 keyboard.

Navigate to Assets/GameSenseData/Handler/ in Unity's asset explorer, right-click on background of the asset viewer and highlight Create. You should be able to see GameSense context menu. From there, select Handlers/Color Handler. This will create an asset for our handler. Please take the opportunity to give the asset a meaningful name since Unity does not allow you to change it later. Let us name it M800FunctionKeysHealthHandler. Select this asset and notice the properties in the inspector window. Each illumination handler will have the following fields:

  • Device Zone - a device-zone pair identifying a particular device or device family and an illumination zone on this device.
  • Mode - describes how the value we send with each event is represented on the zone. Note: Count and Percent modes are meaningful only in the context of RGBPerkey device-zone. Refer to handler specification for more information.
  • Color - defines a color effect we wish to use for this handler.
  • Rate - describes flashing frequency and repeat limit

Please set Mode to Percent. For the remaining properties, we need to create more assets.

Navigate to Assets/GameSenseData/DeviceZone/ and, using the Create context menu, select GameSense/Device - Zone/Illumination/Generic/RGB Perkey Zone/Function Keys.

Navigate to Assets/GameSenseData/ColorEffect/ and, using the Create context menu, select GameSense/Color Effects/Gradient. Name the new asset RedToGreenGradient. Select it and, using the inspector, set the top color to red and the bottom color to green.

Navigate to Assets/GameSenseData/Rate/ and, using the Create context menu, select GameSense/Rate/Static. Name the new asset Repeat3Times5Hz. Select the asset and, using the inspector, set Frequency to 5 and Repeat Limit to 3.

We now have all the assets we need. Navigate back to Assets/GameSenseData/Handler/ and select our handler. Using the inspector, assign our new assets to their corresponding fields:

  • Device Zone - RGBPerkeyZoneFunctionKeys
  • Color - RedToGreenGradient
  • Rate - Repeat3Times5Hz

Now, select GameSenseManager object from the scene hierarchy. In the inspector, set Events array size to 1. Configure the new event as follows:

  • Event Name - "HEALTH"
  • Min Value - 0
  • Max Value - 100
  • Icon Id - Health
  • Handlers - set size to 1, and assign M800FunctionKeysHealthHandler to the new element.

Set appropriate values to Game Name, Game Display Name and Icon Color if you haven't done so yet. The last thing to do is to send status updates from your own scripts. This can be achieved by inserting a one-liner of the following form somewhere in your code:

SteelSeries.GameSense.GSClient.Instance.SendEvent("HEALTH", currentHealth);

At this point, you can run your project. GameSense client script will carry out all the necessary setup for you. If everything was setup properly, you should see the health status being updated on function keys of your Apex M800. In case you do not own the device, you can configure the handler to update health status on any supported SteelSeries device you might own by assigning appropriate DeviceZone asset to the handler. For instance, on any two-zone mouse, you can use GameSense/Device - Zone/Illumination/Mouse/Wheel asset from the context menu, to see health updates on the wheel LED.

Tips

  • Remember that you can specify script execution order in your project. Make sure GSClient.cs starts before anything that calls SendEvent()
  • If you use GameSenseManager.prefab to register your game and setup events, please refrain from calling RegisterGame(), RegisterEvent() or BindEvent() manually.

Using Scripts

You have an option of carrying out the initial setup procedure entirely from code. Please make sure that no instance of GameSenseManager.prefab is present in the scene hierarchy. You can put the setup code in any MonoBehaviour script that you use. The following snippet demonstrates how it is typically done:

// somewhere at the top of the script
using SteelSeries.GameSense;
using SteelSeries.GameSense.DeviceZone;
.
.
.

// MonoBehaviour Awake() method
void Awake() {

	// GameSense setup

	// register our game
	GSClient.Instance.RegisterGame(
		"DEMO",             // game name
		"Unity Demo",       // game display name
		);

	// function keys zone on perkey device (such as Apex M800)
	RGBPerkeyZoneFunctionKeys functionKeysZone =
		ScriptableObject.CreateInstance< RGBPerkeyZoneFunctionKeys >();

	// gradient color effect
	ColorGradient effectRedToGreenGradient = ColorGradient.Create(
		new RGB( 255, 0, 0 ), // red
		new RGB( 0, 255, 0 )  // green
		);

	// flash 3 times with the frequency of 5Hz on each update
	RateStatic rateRepeat3Times5Hz = RateStatic.Create( 5, 3 );

	// create our handler for health event
	ColorHandler healthHandler = ColorHandler.Create(
		functionKeysZone,         // device-zone
		IlluminationMode.Percent, // mode
		effectRedToGreenGradient, // color effect
		rateRepeat3Times5Hz       // rate
		);

	// finally, we bind our event with the handler
	GSClient.Instance.BindEvent(
		"HEALTH",                               // event name
		0,                                      // min value
		100,                                    // max value
		EventIconId.Health,                     // icon id
		new AbstractHandler[] { healthHandler } // array of handlers
		);
}

Then, somewhere else in your code, you can send updates with the following:

SteelSeries.GameSense.GSClient.Instance.SendEvent("HEALTH", currentHealth);

Tips

  • Remember that you can specify script execution order in your project. Make sure your setup script runs before anything that calls SendEvent()
  • If you use the client through script, make sure you do not instantiate GameSenseManager.prefab in your scene hierarchy. Also, do not attach any client's scripts to any game objects.

Preparing Image Data

GameSense for OLED/LCD allows you to specify bitmaps as sources for frame data. This section details the options available to you to accomplish this.

Texture Assets

It is more than likely that freshly imported texture assets will not work out of the box with GameSense for OLED/LCD. To ensure the client is able to process the assets, follow these steps:

  1. In project browser, navigate to the directory containing your image files and select those you'd like to use.

  2. In the Inspector, locate and set the following properties to the corresponding values:

    • sRGB (Color Texture) = unchecked
    • Read/Write Enabled = checked
    • Generate Mip Maps = unchecked
    • Compression Settings = RGBA 32 bit
  3. Click Apply

The texture assets now have the correct format and can be used as image sources for frames data in screen handlers. Simply use Texture2D Image Data asset and set the texture property in the inspector or call ImageDataTexture2D.Create() from script. For best results, ensure the textures have correct size for the target screen device.

Bit Vector

You can supply a byte array where the value of each bit corresponds to a white or black point on the screen as described here. It is mandatory for the length of the array to be equal to ceiling(width * height / 8), where width and height are the dimensions of the target screen device. See ImageDataBitVector class.

Subclass of AbstractImageDataSource

You also have an option of making your own image source that suits your specific needs. To do it, create a class that derives from AbstractImageDataSource and reimplement GetData(). This function is expected to return a byte array as described above. The benefit of this method over the bit vector is that GetData() receives a device-zone object which you can use to obtain target device width and height. Please refer to the implementation of ImageDataTexture2D.GetData() for an example.

General Tips

  • Be aware of where you put your SendEvent() calls. If you really insist on putting them somewhere inside MonoBehaviour's Update() methods, at least guard them with logic to send event updates only when the variables you use for updates change values. Under no circumstance should you spam updates every frame or send redundant data.

  • You generally should consider sending initial values for each event before the game starts running regular updates. The best place to do this is inside MonoBehaviour's Start().

  • Remember to bind your handlers for a particular event all at once. Any consecutive call to BindEvent() for the same event will override all previously bound handlers.

  • The client will output warnings to Unity's console when something goes wrong. In case you wish to disable these warnings, you can define SS_NWARN preprocessor directive.

  • You can enable lots of debug output by defining SS_DEBUG preprocessor directive.

  • To statically disable the client, define SS_GAMESENSE_DISABLED preprocessor directive. This will effectively prevent the bodies of initialization routine and API functions from getting compiled.

  • In the event of a critical failure, such as when the client can't communicate with the GameSense™ server, the client assumes an inactive state, where all the API calls have no effect.

  • The event handlers you bind are the defaults for your game. The end user can customize or disable the handler behavior in SteelSeries Engine 3.

  • This document by no means is meant to be a comprehensive GameSense™ guide. You should refer to SteelSeries Developer Portal for more information.

License

The GameSense™ Client for Unity is a free, open-source project, available under the MIT license.

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