├── .gitignore ├── .vscode └── settings.json ├── LICENSE ├── PythonFiles └── server.py ├── README.md ├── UnityProject ├── .gitignore ├── .idea │ └── .idea.UnityProject │ │ ├── .idea │ │ ├── indexLayout.xml │ │ ├── modules.xml │ │ └── vcs.xml │ │ └── riderModule.iml ├── Assets │ ├── NetMQExample.meta │ ├── NetMQExample │ │ ├── Plugins.meta │ │ ├── Plugins │ │ │ ├── AsyncIO.dll │ │ │ ├── AsyncIO.dll.meta │ │ │ ├── NetMQ.dll │ │ │ └── NetMQ.dll.meta │ │ ├── Scenes.meta │ │ ├── Scenes │ │ │ ├── SampleScene.unity │ │ │ └── SampleScene.unity.meta │ │ ├── Scripts.meta │ │ └── Scripts │ │ │ ├── HelloClient.cs │ │ │ ├── HelloClient.cs.meta │ │ │ ├── HelloRequester.cs │ │ │ ├── HelloRequester.cs.meta │ │ │ ├── RunAbleThread.cs │ │ │ └── RunAbleThread.cs.meta │ ├── Plugins.meta │ └── Plugins │ │ ├── Editor.meta │ │ └── Editor │ │ ├── JetBrains.meta │ │ └── JetBrains │ │ ├── JetBrains.Rider.Unity.Editor.Plugin.Repacked.dll │ │ └── JetBrains.Rider.Unity.Editor.Plugin.Repacked.dll.meta ├── Packages │ └── manifest.json └── ProjectSettings │ ├── AudioManager.asset │ ├── ClusterInputManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshAreas.asset │ ├── NetworkManager.asset │ ├── Physics2DSettings.asset │ ├── PresetManager.asset │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── TagManager.asset │ ├── TimeManager.asset │ └── UnityConnectSettings.asset └── img ├── troubleshooting-1.PNG └── unity-cmd-play-example.gif /.gitignore: -------------------------------------------------------------------------------- 1 | ################################## Unity3D ##################################### 2 | 3 | [Ll]ibrary/ 4 | [Tt]emp/ 5 | [Oo]bj/ 6 | [Bb]uild/ 7 | [Bb]uilds/ 8 | Assets/AssetStoreTools* 9 | 10 | # Visual Studio cache directory 11 | .vs/ 12 | 13 | # Autogenerated VS/MD/Consulo solution and project files 14 | ExportedObj/ 15 | .consulo/ 16 | *.csproj 17 | *.unityproj 18 | *.sln 19 | *.suo 20 | *.tmp 21 | *.user 22 | *.userprefs 23 | *.pidb 24 | *.booproj 25 | *.svd 26 | *.pdb 27 | *.opendb 28 | 29 | # Unity3D generated meta files 30 | *.pidb.meta 31 | *.pdb.meta 32 | 33 | # Unity3D Generated File On Crash Reports 34 | sysinfo.txt 35 | 36 | # Builds 37 | *.apk 38 | *.unitypackage 39 | 40 | ################################## VS CODE ##################################### 41 | 42 | .vscode/* 43 | !.vscode/settings.json 44 | !.vscode/tasks.json 45 | !.vscode/launch.json 46 | !.vscode/extensions.json -------------------------------------------------------------------------------- /.vscode/settings.json: -------------------------------------------------------------------------------- 1 | { 2 | "python.pythonPath": "C:\\Users\\ADMIN\\Anaconda3\\python.exe" 3 | } -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2018 Chanchana Sornsoontorn 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /PythonFiles/server.py: -------------------------------------------------------------------------------- 1 | # 2 | # Hello World server in Python 3 | # Binds REP socket to tcp://*:5555 4 | # Expects b"Hello" from client, replies with b"World" 5 | # 6 | 7 | import time 8 | import zmq 9 | 10 | context = zmq.Context() 11 | socket = context.socket(zmq.REP) 12 | socket.bind("tcp://*:5555") 13 | 14 | while True: 15 | # Wait for next request from client 16 | message = socket.recv() 17 | print("Received request: %s" % message) 18 | 19 | # Do some 'work'. 20 | # Try reducing sleep time to 0.01 to see how blazingly fast it communicates 21 | # In the real world usage, you just need to replace time.sleep() with 22 | # whatever work you want python to do, maybe a machine learning task? 23 | time.sleep(1) 24 | 25 | # Send reply back to client 26 | # In the real world usage, after you finish your work, send your output here 27 | socket.send(b"World") 28 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity3D-Python-Communication 2 | 3 | ⚡️ A very fast, simple, and general inter-process communication example between Unity3D C# and Python, using ZeroMQ. 4 | 5 | ![unity-cmd-play-example.gif](img/unity-cmd-play-example.gif) 6 | PS. It looks slow in the GIF above because I put a delay of one second between each message so that you can see it 7 | working. 8 | 9 | ## Core Pillars 10 | 11 | - **very fast** — ZeroMQ is a networking library that allows you to send huge amount of data from server to client in a short period of time. I'm talking about casually sending/receiving 10,000 requests per second. 12 | - **simple** — You don't have to explicitly open and bind a socket or know anything about low-level networking. 13 | - **general** — You can use this to send/receive any kind of data request. You can send image, video, text, JSON, file, or whatever you want. In this example, we are sending text. 14 | - **inter-process** — The communication is done inside the same machine. Which means very low-latency. 15 | 16 | ## Introduction 17 | 18 | * Have you ever tried to communicate C# code in Unity3D with Python before but could not find a satisfying solution? 19 | * Have you ever tried implementing communication protocol using file read/write and found out that it's a stupid approach? 20 | * Have you ever tried communicating using Web HTTP request and found out that it's stupidly slow and high latency? 21 | * Have you ever tried communicating using socket/TCP/UDP stuff, but it feels like you are reinventing the wheel and you 22 | are becoming a network engineer? 23 | * Have you ever tried to communicate by emulating a serial port, and found out that it's not how cool guys do work? 24 | * Have you ever tried to send Unity input to python and do some scientific work (maybe even machine learning task) 25 | and return the output to Unity? 26 | * Have you ever tried to build a `.dll` from python or even rewrite everything in `C#` because you don't know how to 27 | communicate between python and C# processes? 28 | * Have you ever tried to embed `IronPython` or `Python.NET` inside Unity but it doesn't allow you to install your 29 | amazing external python libraries? (And its minimal power is pretty ridiculous compared to your external python) 30 | * Have you ever tried to export a `TensorFlow Protobuf Graph` (Deep learning model) and use `TensorFlowSharp` or 31 | `OpenCVForUnity` to import the graph inside Unity because you want to use the model to predict stuff in Unity, but it 32 | doesn't allow you to use/utilize your new NVIDIA GeForce RTX 2080Ti, and it's also hard to code? 33 | * Tried `MLAgents`, anyone? 34 | 35 | If you answer **Yes** to any of these questions but it seems you have found no solutions, 36 | then this repository is definitely for you! 37 | (If you answered **Yes to all** questions, you and me are brothers! 😏) 38 | 39 | I've tried a lot. With a lot of searching on the internet, I've found no solutions that is simple, fast, and general 40 | enough that I can apply to any kind of communication between Python and Unity3D. All I've done in the past were simply 41 | a hack to either get my scientific computation work in Unity instead of python, or communicate between the processes painfully. 42 | 43 | _Until I found ZeroMQ approach from this [repository](https://github.com/valkjsaaa/Unity-ZeroMQ-Example) 44 | (and some head scratching)._ 45 | 46 | ## Solution Explanation 47 | 48 | I've built a `request-reply` pattern of ZeroMQ where Python (server) replies whenever Unity (client) requests 49 | a service from Python. 50 | 51 | The idea is to create a separate thread inside Unity that will send a request to python, receive a reply and log the reply 52 | to the console. 53 | 54 | ## Getting Started 55 | 56 | 1. Clone this repository using `git clone https://github.com/offchan42/Unity3D-Python-Communication.git` command. 57 | 2. Open UnityProject (its `dll` files are targeting .NET 4.x version) and run `Assets/NetMQExample/Scenes/SampleScene`. 58 | 3. Run python file `PythonFiles/server.py` using command `python server.py` on a command prompt. 59 | 4. You should start seeing messages being logged inside Unity and the command prompt. 60 | 61 | Specifically, Unity will send request with a message `Hello` 10 times, and Python will simply reply `World` 10 times. 62 | There is a one second sleep between each reply on the server (to simulate long processing time of the request). 63 | 64 | Please read the comments inside `PythonFiles/server.py` and `UnityProject/Assets/NetMQExample/Scripts/` and you will 65 | understand everything more deeply. 66 | 67 | **The most important thing is that you should follow the 4 getting started steps first. Don't skip it!** ❣️ 68 | 69 | After you've understood most of the stuff but it's not advanced enough, you should consult the official 70 | [ØMQ - The Guide](http://zguide.zeromq.org/page:all). 71 | 72 | ## Requirements 73 | 74 | * [PyZMQ](https://pyzmq.readthedocs.io/en/latest/) is the Python bindings for [ZeroMQ]((http://zeromq.org/)). You can install it using 75 | `pip install pyzmq` command or see more installation options [here](http://zeromq.org/bindings:python) or 76 | [here](https://github.com/zeromq/pyzmq). 77 | * [NetMQ](https://netmq.readthedocs.io/en/latest/) is a native C# port of ZeroMQ. Normally you need to install this using 78 | `NuGet` package manager inside `Visual Studio` when you want to build a .NET application, or you could install using 79 | `.NET CLI`. But for this repository here, you don't need to do any of the installation because we've already included 80 | `AsyncIO.dll` and `NetMQ.dll` for you inside `UnityProject/Assets/NetMQExample/Plugins/` directory. 81 | If you want to build your own `dll` files, please take a look at 82 | [this issue](https://github.com/valkjsaaa/Unity-ZeroMQ-Example/issues/7). 83 | 84 | ## Known Issues 85 | Based on [this issue](https://github.com/zeromq/netmq/issues/631), the NetMQ implementation is not working nicely with Unity. If you create more than one ZeroMQ client in Unity, the Unity editor will freeze. 86 | 87 | ## Troubleshooting 88 | 89 | * While both server and client are running and communicating fine, I kill the server process, restart the server, then both server and client seem to not be communicating anymore. Why don't they continue communicating? Is this a bug? 90 | 91 | No, this is the expected behavior of ZeroMQ because of the simplicity of the code. It's mentioned in the guide 92 | [here](http://zguide.zeromq.org/page:all#Ask-and-Ye-Shall-Receive). If you want to make the code better, which is not 93 | the focus of this example, you can learn more about ZeroMQ as suggested in the screenshot below. 94 | ![troubleshooting-1.PNG](img/troubleshooting-1.PNG) 95 | 96 | The problem is that when you restart the server, the server won't reconnect to the old client anymore. You have to restart the client also. 97 | 98 | ## Disclaimer 99 | 100 | This repository is designed to be a **minimal learning resource** for getting started. It's not a fully working high-level package. 101 | After you understand the example, my job is done. 102 | 103 | Most of the code are just copies from the official ZeroMQ tutorial. I try to make this as simple to grasp as possible, 104 | so I only log the message to the console and nothing fancy. This is to minimize the unnecessary learning curve. 105 | 106 | ## TODO 107 | 108 | * [ ] Add a complicated example of how to use it for real 109 | * [ ] Show how to do this with SocketIO. SocketIO is another approach I found very viable and stable. I use `BestHTTP` package in Unity for SocketIO client and use `python-socketio` as SocketIO server. And it does not have the issue of making Unity editor freezes. 110 | -------------------------------------------------------------------------------- /UnityProject/.gitignore: -------------------------------------------------------------------------------- 1 | # Covers JetBrains IDEs: IntelliJ, RubyMine, PhpStorm, AppCode, PyCharm, CLion, Android Studio and WebStorm 2 | # Reference: https://intellij-support.jetbrains.com/hc/en-us/articles/206544839 3 | 4 | # User-specific stuff 5 | .idea/**/workspace.xml 6 | .idea/**/tasks.xml 7 | .idea/**/usage.statistics.xml 8 | .idea/**/dictionaries 9 | .idea/**/shelf 10 | 11 | # Generated files 12 | .idea/**/contentModel.xml 13 | 14 | # Sensitive or high-churn files 15 | .idea/**/dataSources/ 16 | .idea/**/dataSources.ids 17 | .idea/**/dataSources.local.xml 18 | .idea/**/sqlDataSources.xml 19 | .idea/**/dynamic.xml 20 | .idea/**/uiDesigner.xml 21 | .idea/**/dbnavigator.xml 22 | 23 | # Gradle 24 | .idea/**/gradle.xml 25 | .idea/**/libraries 26 | 27 | # Gradle and Maven with auto-import 28 | # When using Gradle or Maven with auto-import, you should exclude module files, 29 | # since they will be recreated, and may cause churn. Uncomment if using 30 | # auto-import. 31 | # .idea/modules.xml 32 | # .idea/*.iml 33 | # .idea/modules 34 | 35 | # CMake 36 | cmake-build-*/ 37 | 38 | # Mongo Explorer plugin 39 | .idea/**/mongoSettings.xml 40 | 41 | # File-based project format 42 | *.iws 43 | 44 | # IntelliJ 45 | out/ 46 | 47 | # mpeltonen/sbt-idea plugin 48 | .idea_modules/ 49 | 50 | # JIRA plugin 51 | atlassian-ide-plugin.xml 52 | 53 | # Cursive Clojure plugin 54 | .idea/replstate.xml 55 | 56 | # Crashlytics plugin (for Android Studio and IntelliJ) 57 | com_crashlytics_export_strings.xml 58 | crashlytics.properties 59 | crashlytics-build.properties 60 | fabric.properties 61 | 62 | # Editor-based Rest Client 63 | .idea/httpRequests 64 | 65 | # Android studio 3.1+ serialized cache file 66 | .idea/caches/build_file_checksums.ser -------------------------------------------------------------------------------- /UnityProject/.idea/.idea.UnityProject/.idea/indexLayout.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | -------------------------------------------------------------------------------- /UnityProject/.idea/.idea.UnityProject/.idea/modules.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | -------------------------------------------------------------------------------- /UnityProject/.idea/.idea.UnityProject/.idea/vcs.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | -------------------------------------------------------------------------------- /UnityProject/.idea/.idea.UnityProject/riderModule.iml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | -------------------------------------------------------------------------------- /UnityProject/Assets/NetMQExample.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2f05eca71486fe64485a478b42b5caf7 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /UnityProject/Assets/NetMQExample/Plugins.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 741ad9c1f579a464eb860fc80c81e045 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /UnityProject/Assets/NetMQExample/Plugins/AsyncIO.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/offchan42/Unity3D-Python-Communication/6548c60882f8c2e39763fa1c36b8ede18c43dda7/UnityProject/Assets/NetMQExample/Plugins/AsyncIO.dll -------------------------------------------------------------------------------- /UnityProject/Assets/NetMQExample/Plugins/AsyncIO.dll.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 94a738aa208f5b44f8a25c41b0c9c3f6 3 | PluginImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | iconMap: {} 7 | executionOrder: {} 8 | isPreloaded: 0 9 | isOverridable: 0 10 | platformData: 11 | - 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Very nice guy. 8 | /// You can copy this class and modify Run() to suits your needs. 9 | /// To use this class, you just instantiate, call Start() when you want to start and Stop() when you want to stop. 10 | /// 11 | public class HelloRequester : RunAbleThread 12 | { 13 | /// 14 | /// Request Hello message to server and receive message back. Do it 10 times. 15 | /// Stop requesting when Running=false. 16 | /// 17 | protected override void Run() 18 | { 19 | ForceDotNet.Force(); // this line is needed to prevent unity freeze after one use, not sure why yet 20 | using (RequestSocket client = new RequestSocket()) 21 | { 22 | client.Connect("tcp://localhost:5555"); 23 | 24 | for (int i = 0; i < 10 && Running; i++) 25 | { 26 | Debug.Log("Sending Hello"); 27 | client.SendFrame("Hello"); 28 | // ReceiveFrameString() blocks the thread until you receive the string, but TryReceiveFrameString() 29 | // do not block the thread, you can try commenting one and see what the other does, try to reason why 30 | // unity freezes when you use ReceiveFrameString() and play and stop the scene without running the server 31 | // string message = client.ReceiveFrameString(); 32 | // Debug.Log("Received: " + message); 33 | string message = null; 34 | bool gotMessage = false; 35 | while (Running) 36 | { 37 | gotMessage = client.TryReceiveFrameString(out message); // this returns true if it's successful 38 | if (gotMessage) break; 39 | } 40 | 41 | if (gotMessage) Debug.Log("Received " + message); 42 | } 43 | } 44 | 45 | NetMQConfig.Cleanup(); // this line is needed to prevent unity freeze after one use, not sure why yet 46 | } 47 | } -------------------------------------------------------------------------------- /UnityProject/Assets/NetMQExample/Scripts/HelloRequester.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a9f1f5f9970743f9a5870e2b4c2dc098 3 | timeCreated: 1540801225 -------------------------------------------------------------------------------- /UnityProject/Assets/NetMQExample/Scripts/RunAbleThread.cs: -------------------------------------------------------------------------------- 1 | using System.Threading; 2 | 3 | /// 4 | /// The superclass that you should derive from. It provides Start() and Stop() method and Running property. 5 | /// It will start the thread to run Run() when you call Start(). 6 | /// 7 | public abstract class RunAbleThread 8 | { 9 | private readonly Thread _runnerThread; 10 | 11 | protected RunAbleThread() 12 | { 13 | // we need to create a thread instead of calling Run() directly because it would block unity 14 | // from doing other tasks like drawing game scenes 15 | _runnerThread = new Thread(Run); 16 | } 17 | 18 | protected bool Running { get; private set; } 19 | 20 | /// 21 | /// This method will get called when you call Start(). Programmer must implement this method while making sure that 22 | /// this method terminates in a finite time. You can use Running property (which will be set to false when Stop() is 23 | /// called) to determine when you should stop the method. 24 | /// 25 | protected abstract void Run(); 26 | 27 | public void Start() 28 | { 29 | Running = true; 30 | _runnerThread.Start(); 31 | } 32 | 33 | public void Stop() 34 | { 35 | Running = false; 36 | // block main thread, wait for _runnerThread to finish its job first, so we can be sure that 37 | // _runnerThread will end before main thread end 38 | _runnerThread.Join(); 39 | } 40 | } -------------------------------------------------------------------------------- /UnityProject/Assets/NetMQExample/Scripts/RunAbleThread.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 874fe73efe704c1e8b685a1a34aeb877 3 | timeCreated: 1540801665 -------------------------------------------------------------------------------- /UnityProject/Assets/Plugins.meta: 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