neuron_mocap_live_unity's People
neuron_mocap_live_unity's Issues
A NeuronActor is always returned, even if PN Studio is closed
Hello PN team,
I noticed a behaviour which baffled me, while writing a code that tries to determine whether a connection to an actor was successful.
The code in question is at the NeuronSource.cs file, specifically in the AcquireActor() method:
public NeuronActor AcquireActor( int actorID)
{
lock (actorCreateDestroyLock)
{
NeuronActor actor = FindActorById(actorID);
if (actor != null)
{
return actor;
}
actor = CreateActor(actorID);
return actor;
}
What I see here (after also following the FindActorById()
method) is that regardless of whether an actor is found or not, the method will never return null.
This means that the caller ( in this case the Connect() method), will never be able to determine whether an actor with a specified ID exists or not.
Is this behaviour intentional ? Do you expect the removal of the actor = CreateActor(actorID);
line to lead to serious problems down the line?
Thanks for your time.
Critical Bug in MocapApiManager.cs
Hello Perception Neuron team,
I just spotted what seems to be a bug in Scripts/Mocap/MocapApiManager.cs
The code in question is at the beginning of the file
static bool isConnectFailed = false;
public static bool IsConnectFailed
{
get
{
return IsConnectFailed;
}
}
and specifically in the return value of the IsConnectFailed
read-only property.
It seems to me that your intention was to return the private isConnectFailed
variable instead.
Furthermore, and more importantly, the code above should result in a stack overflow, with the property calling itself in perpetuity.
Please correct me if I'm wrong in any of the above, happy to fork and issue a PR if you guys are busy.
When will you release a package?
Or you will not, just let us import you assets folder?
Thanks
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