• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by msundarv · Jun 28, 2016 at 06:42 AM · networkingmeshkinectmeshfilter

Send a mesh filter data(640kb) via PUN/UNET/Any network continously

I'm trying to send a mesh data(Mesh filter component) via Photon Unity Networking continuously. Also, it needs to be in sync like transform component. I tried using UNET, but I was not able to send the data(vertices,uvs,triangles approx 640kb) even after splitting the data in small chunks(because of channel buffer limit).

When I try sending the data using PUN, Unity Editor crashes.

In short, I need to send a 640kb data continuously via network in realtime. Is there any way I can solve this problem? It will be really helpful. Thank you in advance.

Note: Mesh data is from kinect sensor

Comment
Add comment · Show 6
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image tanoshimi · Jun 28, 2016 at 06:44 AM 0
Share

When you say "continuously", do you mean you want to send 640kB across a network every frame? That's not going to happen....

Show more comments
avatar image jdean300 · Jun 28, 2016 at 09:49 AM 0
Share

What you're trying to do here is impractical, as others have already said. Could you share more information about what you're trying to accomplish here? $$anonymous$$aybe we can help you think of a better way to accomplish this.

Show more comments

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Pangamini · Jun 28, 2016 at 09:31 AM

You'd better think about some smart way how to sync what you are doing on the server and do some kind of prediction on clients. If you really need to update the whole mesh (I doubt it, there is always another way), perhaps you can try using some data compression, both lossless (LZMA or something) and lossy (do you really need floating point precision everywhere?). You may use some concept of dirtiness of certain areas of your mesh, so you only update what's been changed. Perhaps you can update just every 10th vertex every frame.

If you describe what's the exact purpose of transferring the mesh, people will be able to help you with a better solution.

Comment
Add comment · Show 3 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image msundarv · Jun 28, 2016 at 09:48 AM 0
Share

Thank you for the suggestion Panga$$anonymous$$i.

I think data compression will suit my need. I'm trying to send mesh data from kinect sensor connected to one client via network, so that all clients can view the same without connecting to that kinect sensor.

avatar image Pangamini msundarv · Jun 28, 2016 at 09:56 AM 0
Share

Do the clients really need to see the entire raw data from kinect? I have worked with kinect a long time ago and there was only a skeleton available... I guess it can now scan some more detailed mesh. In any case, you may be able to reduce data types (floats to bytes, etc), remove data you don't need (Does kinect really output UVs? Aren't triangles always the same?) Think about custom ways how to interpret your data, even in a lossy way. Let's say the kinect's output mesh is just sort of a depth map (like a terrain) because there's a laser measuring distances from a single point.. you may be able to convert this data into a texture/bitmap and use very powerful jpeg compression to turn this data into a FFT. It's hard for me to imagine how does this mesh look like. But yo can certainly describe some its properties and (ab)use it to reduce the amount of data, you don't need to transfer every kind of mesh.

avatar image msundarv Pangamini · Jul 01, 2016 at 08:17 AM 0
Share

I am trying to send only the data that I really need to reconstruct the mesh on the client side. Also, I'm dividing the data into chunks, and optionally compressing it beforehand.

Note:Vertices,UVS,triangles are calculated from $$anonymous$$inect data.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

Using Kinect v2 with networking 0 Answers

Replace MeshFilter mesh by a other mesh in Editor 1 Answer

Multiple MeshFilters for a GameObject 0 Answers

Unity5 Procedural meshing slower than in Unity4? 1 Answer

Mirror vertices procedurally 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges