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#if UNITY_IOS
using UnityEditor.Callbacks;
using UnityEditor;
using UnityEditor.iOS.Xcode;
using System.IO;
public class BluetoothPostProcessBuild
{
[PostProcessBuild]
public static void ChangeXcodePlist(BuildTarget buildTarget, string pathToBuiltProject)
{
if (buildTarget == BuildTarget.iOS)
{
// Get plist
string plistPath = pathToBuiltProject + "/Info.plist";
PlistDocument plist = new PlistDocument();
plist.ReadFromString(File.ReadAllText(plistPath));
// Get root
PlistElementDict rootDict = plist.root;
rootDict.SetString("NSBluetoothAlwaysUsageDescription", "Uses BLE to communicate with devices.");
// Write to file
File.WriteAllText(plistPath, plist.WriteToString());
}
}
}
#endif

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#!/usr/bin/perl
use File::Copy;
print ("\n*** Starting PostprocessBuildPlayer ***\n");
my $installPath = $ARGV[0];
#values to watch for already existing
my $requiredDeviceCapsString = "UIRequiredDeviceCapabilities";
my $backgroundModesString = "UIBackgroundModes";
my $bluetoothLEString = "bluetooth-le";
#go through the info.plist file line by line until you find this one:
my $endOfPlist = "</dict>";
# The type of player built:
# "dashboard", "standaloneWin32", "standaloneOSXIntel", "standaloneOSXPPC", "standaloneOSXUniversal", "webplayer", "iPhone"
my $target = $ARGV[1];
print ("\n*** PostprocessBuildPlayer - Building at '$installPath' with target: $target ***\n");
################################################################
# This modifies info.plist to add the external accessory #
# entries #
################################################################
#open this file
$oplistPath = $installPath."/Info.plist";
$nplistPath = $installPath."/Info.plist.tmp";
open OLDPLIST, "<", $oplistPath or die("Cannot open Info.plist");
open NEWPLIST, ">", $nplistPath or die("Cannot create new Info.plist");
my $nextLine = 0;
my $requiredDeviceCapsFound = 0;
my $backgroundModesFound = 0;
while(<OLDPLIST>)
{
if ($nextLine == 1)
{
if ($_ =~ m/$bluetoothLEString/)
{
}
else
{
$_ =~ s|</array>|\n\t<string>bluetooth-le</string></array>|
}
$nextLine = 0;
}
################################################################
# Check for required device caps string already exists #
################################################################
if ($_ =~ m/$requiredDeviceCapsString/ )
{
$nextLine = 1;
}
################################################################
# Check for background modes string already exists #
################################################################
if ($_ =~ m/$backgroundModesString/ )
{
$backgroundModesFound = 1;
}
################################################################
# Add any key/value pairs you want at the end of Info.plist #
################################################################
if ($_ =~ m/$endOfPlist/ && $backgrounModesFound == 0)
{
my $keys = "";
$keys .= " <key>UIBackgroundModes</key>\n";
$keys .= " <array>\n";
$keys .= " <string>bluetooth-central</string>\n";
$keys .= " <string>bluetooth-peripheral</string>\n";
$keys .= " </array>\n";
$_ = $keys . $_;
}
print NEWPLIST $_;
}
close OLDPLIST;
close NEWPLIST;
`mv \'$nplistPath\' \'$oplistPath\'`;

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/* This is an example to show how to connect to 2 HM-10 devices
* that are connected together via their serial pins and send data
* back and forth between them.
*/
using UnityEngine;
using System.Collections.Generic;
using UnityEngine.UI;
using System.Text;
public class ArduinoHM10Test : MonoBehaviour
{
public string DeviceName = "DSD TECH";
public string ServiceUUID = "FFE0";
public string Characteristic = "FFE1";
public Text HM10_Status;
public Text BluetoothStatus;
public GameObject PanelMiddle;
public Text TextToSend;
enum States
{
None,
Scan,
Connect,
RequestMTU,
Subscribe,
Unsubscribe,
Disconnect,
Communication,
}
private bool _workingFoundDevice = true;
private bool _connected = false;
private float _timeout = 0f;
private States _state = States.None;
private bool _foundID = false;
// this is our hm10 device
private string _hm10;
public void OnButton(Button button)
{
if (button.name.Contains ("Send"))
{
if (string.IsNullOrEmpty (TextToSend.text))
{
BluetoothStatus.text = "Enter text to send...";
}
else
{
SendString (TextToSend.text);
}
}
else if (button.name.Contains("Toggle"))
{
SendByte (0x01);
}
}
void Reset ()
{
_workingFoundDevice = false; // used to guard against trying to connect to a second device while still connecting to the first
_connected = false;
_timeout = 0f;
_state = States.None;
_foundID = false;
_hm10 = null;
PanelMiddle.SetActive (false);
}
void SetState (States newState, float timeout)
{
_state = newState;
_timeout = timeout;
}
void StartProcess ()
{
BluetoothStatus.text = "Initializing...";
Reset ();
BluetoothLEHardwareInterface.Initialize (true, false, () => {
SetState (States.Scan, 0.1f);
BluetoothStatus.text = "Initialized";
}, (error) => {
BluetoothLEHardwareInterface.Log ("Error: " + error);
});
}
// Use this for initialization
void Start ()
{
HM10_Status.text = "";
StartProcess ();
}
// Update is called once per frame
void Update ()
{
if (_timeout > 0f)
{
_timeout -= Time.deltaTime;
if (_timeout <= 0f)
{
_timeout = 0f;
switch (_state)
{
case States.None:
break;
case States.Scan:
BluetoothStatus.text = "Scanning for HM10 devices...";
BluetoothLEHardwareInterface.ScanForPeripheralsWithServices (null, (address, name) => {
// we only want to look at devices that have the name we are looking for
// this is the best way to filter out devices
if (name.Contains (DeviceName))
{
_workingFoundDevice = true;
// it is always a good idea to stop scanning while you connect to a device
// and get things set up
BluetoothLEHardwareInterface.StopScan ();
BluetoothStatus.text = "";
// add it to the list and set to connect to it
_hm10 = address;
HM10_Status.text = "Found HM10";
SetState (States.Connect, 0.5f);
_workingFoundDevice = false;
}
}, null, false, false);
break;
case States.Connect:
// set these flags
_foundID = false;
HM10_Status.text = "Connecting to HM10";
// note that the first parameter is the address, not the name. I have not fixed this because
// of backwards compatiblity.
// also note that I am note using the first 2 callbacks. If you are not looking for specific characteristics you can use one of
// the first 2, but keep in mind that the device will enumerate everything and so you will want to have a timeout
// large enough that it will be finished enumerating before you try to subscribe or do any other operations.
BluetoothLEHardwareInterface.ConnectToPeripheral (_hm10, null, null, (address, serviceUUID, characteristicUUID) => {
if (IsEqual (serviceUUID, ServiceUUID))
{
// if we have found the characteristic that we are waiting for
// set the state. make sure there is enough timeout that if the
// device is still enumerating other characteristics it finishes
// before we try to subscribe
if (IsEqual (characteristicUUID, Characteristic))
{
_connected = true;
SetState (States.RequestMTU, 2f);
HM10_Status.text = "Connected to HM10";
}
}
}, (disconnectedAddress) => {
BluetoothLEHardwareInterface.Log ("Device disconnected: " + disconnectedAddress);
HM10_Status.text = "Disconnected";
});
break;
case States.RequestMTU:
HM10_Status.text = "Requesting MTU";
BluetoothLEHardwareInterface.RequestMtu(_hm10, 185, (address, newMTU) =>
{
HM10_Status.text = "MTU set to " + newMTU.ToString();
SetState(States.Subscribe, 0.1f);
});
break;
case States.Subscribe:
HM10_Status.text = "Subscribing to HM10";
BluetoothLEHardwareInterface.SubscribeCharacteristicWithDeviceAddress (_hm10, ServiceUUID, Characteristic, null, (address, characteristicUUID, bytes) => {
HM10_Status.text = "Received Serial: " + Encoding.UTF8.GetString (bytes);
});
// set to the none state and the user can start sending and receiving data
_state = States.None;
HM10_Status.text = "Waiting...";
PanelMiddle.SetActive (true);
break;
case States.Unsubscribe:
BluetoothLEHardwareInterface.UnSubscribeCharacteristic (_hm10, ServiceUUID, Characteristic, null);
SetState (States.Disconnect, 4f);
break;
case States.Disconnect:
if (_connected)
{
BluetoothLEHardwareInterface.DisconnectPeripheral (_hm10, (address) => {
BluetoothLEHardwareInterface.DeInitialize (() => {
_connected = false;
_state = States.None;
});
});
}
else
{
BluetoothLEHardwareInterface.DeInitialize (() => {
_state = States.None;
});
}
break;
}
}
}
}
string FullUUID (string uuid)
{
return "0000" + uuid + "-0000-1000-8000-00805F9B34FB";
}
bool IsEqual(string uuid1, string uuid2)
{
if (uuid1.Length == 4)
uuid1 = FullUUID (uuid1);
if (uuid2.Length == 4)
uuid2 = FullUUID (uuid2);
return (uuid1.ToUpper().Equals(uuid2.ToUpper()));
}
void SendString(string value)
{
var data = Encoding.UTF8.GetBytes (value);
// notice that the 6th parameter is false. this is because the HM10 doesn't support withResponse writing to its characteristic.
// some devices do support this setting and it is prefered when they do so that you can know for sure the data was received by
// the device
BluetoothLEHardwareInterface.WriteCharacteristic (_hm10, ServiceUUID, Characteristic, data, data.Length, false, (characteristicUUID) => {
BluetoothLEHardwareInterface.Log ("Write Succeeded");
});
}
void SendByte (byte value)
{
byte[] data = new byte[] { value };
// notice that the 6th parameter is false. this is because the HM10 doesn't support withResponse writing to its characteristic.
// some devices do support this setting and it is prefered when they do so that you can know for sure the data was received by
// the device
BluetoothLEHardwareInterface.WriteCharacteristic (_hm10, ServiceUUID, Characteristic, data, data.Length, false, (characteristicUUID) => {
BluetoothLEHardwareInterface.Log ("Write Succeeded");
});
}
}

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/*
Arduino HM10 Bluetooth Test for Unity Plugin
Language: Wiring/Arduino
This program waits for input from the Unity app and reflects any strings back
to that app. If this app receives a single byte of 0x01 it will toggle the led
The circuit:
- connect HM10 BLE device to serial RX/TX lines
created 05 July 2018
by Tony Pitman
http://www.shatalmic.com/arduino-hm10-test
*/
int inByte = 0; // incoming serial byte
boolean ledStatus = false;
void setup() {
// start serial port at 9600 bps and wait for port to open:
Serial.begin(9600);
while (!Serial) {
; // wait for serial port to connect. Needed for native USB port only
}
// initialize digital pin LED_BUILTIN as an output.
pinMode(LED_BUILTIN, OUTPUT);
digitalWrite(LED_BUILTIN, LOW);
}
void loop() {
// if we get a valid byte, read analog ins:
if (Serial.available() > 0) {
// get incoming byte:
inByte = Serial.read();
if (inByte == 0x01) {
if (ledStatus) {
digitalWrite(LED_BUILTIN, HIGH);
Serial.print("Setting LED On");
ledStatus = false;
}
else {
digitalWrite(LED_BUILTIN, LOW);
Serial.print("Setting LED Off");
ledStatus = true;
}
}
else {
Serial.write(inByte);
}
}
}

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public class DeviceObject
{
public string Address;
public string Name;
public DeviceObject ()
{
Address = "";
Name = "";
}
public DeviceObject (string address, string name)
{
Address = address;
Name = name;
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using UnityEngine;
using System.Collections.Generic;
public class FoundDeviceListScript : MonoBehaviour
{
static public List<DeviceObject> DeviceAddressList;
// Use this for initialization
void Start ()
{
DontDestroyOnLoad (gameObject);
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using UnityEngine;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
public class Level1Script : MonoBehaviour
{
public void OnScanClick ()
{
BluetoothLEHardwareInterface.Initialize (true, false, () => {
FoundDeviceListScript.DeviceAddressList = new List<DeviceObject> ();
BluetoothLEHardwareInterface.ScanForPeripheralsWithServices (null, (address, name) => {
FoundDeviceListScript.DeviceAddressList.Add (new DeviceObject (address, name));
}, null);
}, (error) => {
BluetoothLEHardwareInterface.Log ("BLE Error: " + error);
});
}
public void OnStartLevel2 ()
{
SceneManager.LoadScene ("Level2");
}
}

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using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
public class Level2Script : MonoBehaviour
{
public List<Text> Buttons;
public List<string> Services;
public List<string> Characteristics;
// Use this for initialization
void Start ()
{
int buttonID = 0;
foreach (var device in FoundDeviceListScript.DeviceAddressList)
{
Buttons[buttonID++].text = device.Name;
if (buttonID == 4)
break;
}
}
void OnCharacteristic (string characteristic, byte[] bytes)
{
BluetoothLEHardwareInterface.Log ("received: " + characteristic);
}
public void OnSubscribeClick (int buttonID)
{
if (buttonID >= 0 && buttonID < 4)
{
DeviceObject device = FoundDeviceListScript.DeviceAddressList[buttonID];
string subscribedService = Services[buttonID];
string subscribedCharacteristic = Characteristics[buttonID];
if (!string.IsNullOrEmpty (subscribedService) && !string.IsNullOrEmpty (subscribedCharacteristic))
{
BluetoothLEHardwareInterface.Log ("subscribing to: " + subscribedService + ", " + subscribedCharacteristic);
BluetoothLEHardwareInterface.SubscribeCharacteristic (device.Address, subscribedService, subscribedCharacteristic, null, (characteristic, bytes) => {
BluetoothLEHardwareInterface.Log ("received data: " + characteristic);
});
}
}
}
public void OnButtonClick (int buttonID)
{
if (buttonID >= 0 && buttonID < 4)
{
DeviceObject device = FoundDeviceListScript.DeviceAddressList[buttonID];
Text button = Buttons[buttonID];
string subscribedService = Services[buttonID];
string subscribedCharacteristic = Characteristics[buttonID];
if (device != null && button != null)
{
if (button.text.Contains ("connected"))
{
if (!string.IsNullOrEmpty (subscribedService) && !string.IsNullOrEmpty (subscribedCharacteristic))
{
BluetoothLEHardwareInterface.UnSubscribeCharacteristic (device.Address, subscribedService, subscribedCharacteristic, (characteristic) => {
Services[buttonID] = null;
Characteristics[buttonID] = null;
BluetoothLEHardwareInterface.DisconnectPeripheral (device.Address, (disconnectAddress) => {
button.text = device.Name;
});
});
}
else
{
BluetoothLEHardwareInterface.DisconnectPeripheral (device.Address, (disconnectAddress) => {
button.text = device.Name;
});
}
}
else
{
BluetoothLEHardwareInterface.ConnectToPeripheral (device.Address, (address) => {
}, null, (address, service, characteristic) => {
if (string.IsNullOrEmpty (Services[buttonID]) && string.IsNullOrEmpty (Characteristics[buttonID]))
{
Services[buttonID] = FullUUID (service);
Characteristics[buttonID] = FullUUID (characteristic);
button.text = device.Name + " connected";
}
}, null);
}
}
}
}
string FullUUID (string uuid)
{
if (uuid.Length == 4)
return "0000" + uuid + "-0000-1000-8000-00805f9b34fb";
return uuid;
}
}

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using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
public class ScannerTestScript : MonoBehaviour
{
public GameObject ScannedItemPrefab;
private float _timeout;
private float _startScanTimeout = 10f;
private float _startScanDelay = 0.5f;
private bool _startScan = true;
private Dictionary<string, ScannedItemScript> _scannedItems;
public void OnStopScanning()
{
BluetoothLEHardwareInterface.Log ("**************** stopping");
BluetoothLEHardwareInterface.StopScan ();
}
// Use this for initialization
void Start ()
{
BluetoothLEHardwareInterface.Log ("Start");
_scannedItems = new Dictionary<string, ScannedItemScript> ();
BluetoothLEHardwareInterface.Initialize (true, false, () => {
_timeout = _startScanDelay;
},
(error) => {
BluetoothLEHardwareInterface.Log ("Error: " + error);
if (error.Contains ("Bluetooth LE Not Enabled"))
BluetoothLEHardwareInterface.BluetoothEnable (true);
});
}
// Update is called once per frame
void Update ()
{
if (_timeout > 0f)
{
_timeout -= Time.deltaTime;
if (_timeout <= 0f)
{
if (_startScan)
{
_startScan = false;
_timeout = _startScanTimeout;
BluetoothLEHardwareInterface.ScanForPeripheralsWithServices (null, null, (address, name, rssi, bytes) => {
BluetoothLEHardwareInterface.Log ("item scanned: " + address);
if (_scannedItems.ContainsKey (address))
{
var scannedItem = _scannedItems[address];
scannedItem.TextRSSIValue.text = rssi.ToString ();
BluetoothLEHardwareInterface.Log ("already in list " + rssi.ToString ());
}
else
{
BluetoothLEHardwareInterface.Log ("item new: " + address);
var newItem = Instantiate (ScannedItemPrefab);
if (newItem != null)
{
BluetoothLEHardwareInterface.Log ("item created: " + address);
newItem.transform.parent = transform;
newItem.transform.localScale = Vector3.one;
var scannedItem = newItem.GetComponent<ScannedItemScript> ();
if (scannedItem != null)
{
BluetoothLEHardwareInterface.Log ("item set: " + address);
scannedItem.TextAddressValue.text = address;
scannedItem.TextNameValue.text = name;
scannedItem.TextRSSIValue.text = rssi.ToString ();
_scannedItems[address] = scannedItem;
}
}
}
}, true);
}
else
{
BluetoothLEHardwareInterface.StopScan ();
_startScan = true;
_timeout = _startScanDelay;
}
}
}
}
}

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/* This is a simple example to show the steps and one possible way of
* automatically scanning for and connecting to a device to receive
* notification data from the device.
*
* It works with the esp32 sketch included at the bottom of this source file.
*/
using UnityEngine;
using UnityEngine.UI;
public class StartingExample : MonoBehaviour
{
public string DeviceName = "ledbtn";
public string ServiceUUID = "A9E90000-194C-4523-A473-5FDF36AA4D20";
public string LedUUID = "A9E90001-194C-4523-A473-5FDF36AA4D20";
public string ButtonUUID = "A9E90002-194C-4523-A473-5FDF36AA4D20";
enum States
{
None,
Scan,
ScanRSSI,
ReadRSSI,
Connect,
RequestMTU,
Subscribe,
Unsubscribe,
Disconnect,
}
private bool _connected = false;
private float _timeout = 0f;
private States _state = States.None;
private string _deviceAddress;
private bool _foundButtonUUID = false;
private bool _foundLedUUID = false;
private bool _rssiOnly = false;
private int _rssi = 0;
public Text StatusText;
public Text ButtonPositionText;
private string StatusMessage
{
set
{
BluetoothLEHardwareInterface.Log(value);
StatusText.text = value;
}
}
void Reset()
{
_connected = false;
_timeout = 0f;
_state = States.None;
_deviceAddress = null;
_foundButtonUUID = false;
_foundLedUUID = false;
_rssi = 0;
}
void SetState(States newState, float timeout)
{
_state = newState;
_timeout = timeout;
}
void StartProcess()
{
Reset();
BluetoothLEHardwareInterface.Initialize(true, false, () =>
{
SetState(States.Scan, 0.1f);
}, (error) =>
{
StatusMessage = "Error during initialize: " + error;
});
}
// Use this for initialization
void Start()
{
StartProcess();
}
private void ProcessButton(byte[] bytes)
{
if (bytes[0] == 0x00)
ButtonPositionText.text = "Not Pushed";
else
ButtonPositionText.text = "Pushed";
}
// Update is called once per frame
void Update()
{
if (_timeout > 0f)
{
_timeout -= Time.deltaTime;
if (_timeout <= 0f)
{
_timeout = 0f;
switch (_state)
{
case States.None:
break;
case States.Scan:
StatusMessage = "Scanning for " + DeviceName;
BluetoothLEHardwareInterface.ScanForPeripheralsWithServices(null, (address, name) =>
{
// if your device does not advertise the rssi and manufacturer specific data
// then you must use this callback because the next callback only gets called
// if you have manufacturer specific data
if (!_rssiOnly)
{
if (name.Contains(DeviceName))
{
StatusMessage = "Found " + name;
// found a device with the name we want
// this example does not deal with finding more than one
_deviceAddress = address;
SetState(States.Connect, 0.5f);
}
}
}, (address, name, rssi, bytes) =>
{
// use this one if the device responses with manufacturer specific data and the rssi
if (name.Contains(DeviceName))
{
StatusMessage = "Found " + name;
if (_rssiOnly)
{
_rssi = rssi;
}
else
{
// found a device with the name we want
// this example does not deal with finding more than one
_deviceAddress = address;
SetState(States.Connect, 0.5f);
}
}
}, _rssiOnly); // this last setting allows RFduino to send RSSI without having manufacturer data
if (_rssiOnly)
SetState(States.ScanRSSI, 0.5f);
break;
case States.ScanRSSI:
break;
case States.ReadRSSI:
StatusMessage = $"Call Read RSSI";
BluetoothLEHardwareInterface.ReadRSSI(_deviceAddress, (address, rssi) =>
{
StatusMessage = $"Read RSSI: {rssi}";
});
SetState(States.ReadRSSI, 2f);
break;
case States.Connect:
StatusMessage = "Connecting...";
// set these flags
_foundButtonUUID = false;
_foundLedUUID = false;
// note that the first parameter is the address, not the name. I have not fixed this because
// of backwards compatiblity.
// also note that I am note using the first 2 callbacks. If you are not looking for specific characteristics you can use one of
// the first 2, but keep in mind that the device will enumerate everything and so you will want to have a timeout
// large enough that it will be finished enumerating before you try to subscribe or do any other operations.
BluetoothLEHardwareInterface.ConnectToPeripheral(_deviceAddress, null, null, (address, serviceUUID, characteristicUUID) =>
{
StatusMessage = "Connected...";
BluetoothLEHardwareInterface.StopScan();
if (IsEqual(serviceUUID, ServiceUUID))
{
StatusMessage = "Found Service UUID";
_foundButtonUUID = _foundButtonUUID || IsEqual(characteristicUUID, ButtonUUID);
_foundLedUUID = _foundLedUUID || IsEqual(characteristicUUID, LedUUID);
// if we have found both characteristics that we are waiting for
// set the state. make sure there is enough timeout that if the
// device is still enumerating other characteristics it finishes
// before we try to subscribe
if (_foundButtonUUID && _foundLedUUID)
{
_connected = true;
SetState(States.RequestMTU, 2f);
}
}
});
break;
case States.RequestMTU:
StatusMessage = "Requesting MTU";
BluetoothLEHardwareInterface.RequestMtu(_deviceAddress, 185, (address, newMTU) =>
{
StatusMessage = "MTU set to " + newMTU.ToString();
SetState(States.Subscribe, 0.1f);
});
break;
case States.Subscribe:
StatusMessage = "Subscribing to characteristics...";
BluetoothLEHardwareInterface.SubscribeCharacteristicWithDeviceAddress(_deviceAddress, ServiceUUID, ButtonUUID, (notifyAddress, notifyCharacteristic) =>
{
StatusMessage = "Waiting for user action (1)...";
_state = States.None;
// read the initial state of the button
BluetoothLEHardwareInterface.ReadCharacteristic(_deviceAddress, ServiceUUID, ButtonUUID, (characteristic, bytes) =>
{
ProcessButton(bytes);
});
SetState(States.ReadRSSI, 1f);
}, (address, characteristicUUID, bytes) =>
{
if (_state != States.None)
{
// some devices do not properly send the notification state change which calls
// the lambda just above this one so in those cases we don't have a great way to
// set the state other than waiting until we actually got some data back.
// The esp32 sends the notification above, but if yuor device doesn't you would have
// to send data like pressing the button on the esp32 as the sketch for this demo
// would then send data to trigger this.
StatusMessage = "Waiting for user action (2)...";
SetState(States.ReadRSSI, 1f);
}
// we received some data from the device
ProcessButton(bytes);
});
break;
case States.Unsubscribe:
BluetoothLEHardwareInterface.UnSubscribeCharacteristic(_deviceAddress, ServiceUUID, ButtonUUID, null);
SetState(States.Disconnect, 4f);
break;
case States.Disconnect:
StatusMessage = "Commanded disconnect.";
if (_connected)
{
BluetoothLEHardwareInterface.DisconnectPeripheral(_deviceAddress, (address) =>
{
StatusMessage = "Device disconnected";
BluetoothLEHardwareInterface.DeInitialize(() =>
{
_connected = false;
_state = States.None;
});
});
}
else
{
BluetoothLEHardwareInterface.DeInitialize(() =>
{
_state = States.None;
});
}
break;
}
}
}
}
private bool ledON = false;
public void OnLED()
{
ledON = !ledON;
if (ledON)
{
SendByte((byte)0x01);
}
else
{
SendByte((byte)0x00);
}
}
string FullUUID(string uuid)
{
string fullUUID = uuid;
if (fullUUID.Length == 4)
fullUUID = "0000" + uuid + "-0000-1000-8000-00805f9b34fb";
return fullUUID;
}
bool IsEqual(string uuid1, string uuid2)
{
if (uuid1.Length == 4)
uuid1 = FullUUID(uuid1);
if (uuid2.Length == 4)
uuid2 = FullUUID(uuid2);
return (uuid1.ToUpper().Equals(uuid2.ToUpper()));
}
void SendByte(byte value)
{
byte[] data = { value };
BluetoothLEHardwareInterface.WriteCharacteristic(_deviceAddress, ServiceUUID, LedUUID, data, data.Length, true, (characteristicUUID) =>
{
BluetoothLEHardwareInterface.Log("Write Succeeded");
});
}
}
/*
COPY FROM BELOW THIS LINE >>>
// This sketch is a companion to the Bluetooth LE for iOS, tvOS and Android plugin for Unity3D.
// It is the hardware side of the StartingExample.
// The URL to the asset on the asset store is:
// https://assetstore.unity.com/packages/tools/network/bluetooth-le-for-ios-tvos-and-android-26661
// This sketch simply advertises as ledbtn and has a single service with 2 characteristics.
// The ledUUID characteristic is used to turn the LED on and off. Writing 0 turns it off and 1 turns it on.
// The buttonUUID characteristic can be read or subscribe to. When the button is down the characteristic
// value is 1. When the button is up the value is 0.
// This sketch was written for the Hiletgo ESP32 dev board found here:
// https://www.amazon.com/HiLetgo-ESP-WROOM-32-Development-Microcontroller-Integrated/dp/B0718T232Z/ref=sr_1_3?keywords=hiletgo&qid=1570209988&sr=8-3
// Many other ESP32 devices will work fine.
#include "BLEDevice.h"
#include "BLE2902.h"
// pin 2 on the Hiletgo
// (can be turned on/off from the iPhone app)
const uint32_t led = 2;
// pin 5 on the RGB shield is button 1
// (button press will be shown on the iPhone app)
const uint32_t button = 0;
static BLEUUID serviceUUID("A9E90000-194C-4523-A473-5FDF36AA4D20");
static BLEUUID ledUUID("A9E90001-194C-4523-A473-5FDF36AA4D20");
static BLEUUID buttonUUID("A9E90002-194C-4523-A473-5FDF36AA4D20");
bool deviceConnected = false;
bool oldDeviceConnected = false;
bool lastButtonState = false;
BLEServer* pServer = 0;
BLECharacteristic* pCharacteristicCommand = 0;
BLECharacteristic* pCharacteristicData = 0;
class BTServerCallbacks : public BLEServerCallbacks
{
void onConnect(BLEServer* pServer)
{
Serial.println("Connected...");
deviceConnected = true;
};
void onDisconnect(BLEServer* pServer)
{
Serial.println("Disconnected...");
deviceConnected = false;
// don't leave the led on if they disconnect
digitalWrite(led, LOW);
}
};
class BTCallbacks : public BLECharacteristicCallbacks
{
void onRead(BLECharacteristic* pCharacteristic)
{
}
void onWrite(BLECharacteristic* pCharacteristic)
{
uint8_t* data = pCharacteristic->getData();
int len = pCharacteristic->getValue().empty() ? 0 : pCharacteristic->getValue().length();
if (len > 0)
{
// if the first byte is 0x01 / on / true
if (data[0] == 0x01)
digitalWrite(led, HIGH);
else
digitalWrite(led, LOW);
}
}
};
// debounce time (in ms)
int debounce_time = 10;
// maximum debounce timeout (in ms)
int debounce_timeout = 100;
void BluetoothStartAdvertising()
{
if (pServer != 0)
{
BLEAdvertising* pAdvertising = pServer->getAdvertising();
pAdvertising->start();
}
}
void BluetoothStopAdvertising()
{
if (pServer != 0)
{
BLEAdvertising* pAdvertising = pServer->getAdvertising();
pAdvertising->stop();
}
}
void setup()
{
Serial.begin(115200);
// led turned on/off from the iPhone app
pinMode(led, OUTPUT);
// button press will be shown on the iPhone app)
pinMode(button, INPUT);
BLEDevice::init("ledbtn");
// BLEDevice::setCustomGattsHandler(my_gatts_event_handler);
// BLEDevice::setCustomGattcHandler(my_gattc_event_handler);
pServer = BLEDevice::createServer();
BLEService* pService = pServer->createService(serviceUUID);
pServer->setCallbacks(new BTServerCallbacks());
pCharacteristicCommand = pService->createCharacteristic(
buttonUUID,
BLECharacteristic::PROPERTY_READ |
BLECharacteristic::PROPERTY_WRITE |
BLECharacteristic::PROPERTY_NOTIFY);
pCharacteristicCommand->setCallbacks(new BTCallbacks());
pCharacteristicCommand->setValue("");
pCharacteristicCommand->addDescriptor(new BLE2902());
pCharacteristicData = pService->createCharacteristic(
ledUUID,
BLECharacteristic::PROPERTY_READ |
BLECharacteristic::PROPERTY_WRITE |
BLECharacteristic::PROPERTY_NOTIFY);
pCharacteristicData->setCallbacks(new BTCallbacks());
pCharacteristicData->setValue("");
pCharacteristicData->addDescriptor(new BLE2902());
pService->start();
BluetoothStartAdvertising();
}
void loop()
{
if (pServer != 0)
{
// disconnecting
if (!deviceConnected && oldDeviceConnected)
{
delay(500); // give the bluetooth stack the chance to get things ready
pServer->startAdvertising(); // restart advertising
Serial.println("start advertising");
oldDeviceConnected = deviceConnected;
}
// connecting
if (deviceConnected && !oldDeviceConnected)
{
oldDeviceConnected = deviceConnected;
}
uint8_t buttonState = digitalRead(button);
if (deviceConnected && pCharacteristicCommand != 0 && buttonState != lastButtonState)
{
lastButtonState = buttonState;
uint8_t packet[1];
packet[0] = buttonState == HIGH ? 0x00 : 0x01;
pCharacteristicCommand->setValue(packet, 1);
pCharacteristicCommand->notify();
}
}
}
<<< COPY TO ABOVE THIS LINE
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using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
using System;
public class iBeaconExampleScript : MonoBehaviour
{
public GameObject iBeaconItemPrefab;
private float _timeout = 0f;
private float _startScanTimeout = 10f;
private float _startScanDelay = 0.5f;
private bool _startScan = true;
private Dictionary<string, iBeaconItemScript> _iBeaconItems;
// Use this for initialization
void Start ()
{
_iBeaconItems = new Dictionary<string, iBeaconItemScript> ();
BluetoothLEHardwareInterface.Initialize (true, false, () => {
_timeout = _startScanDelay;
BluetoothLEHardwareInterface.BluetoothScanMode (BluetoothLEHardwareInterface.ScanMode.LowLatency);
BluetoothLEHardwareInterface.BluetoothConnectionPriority (BluetoothLEHardwareInterface.ConnectionPriority.High);
},
(error) => {
BluetoothLEHardwareInterface.Log ("Error: " + error);
if (error.Contains ("Bluetooth LE Not Enabled"))
BluetoothLEHardwareInterface.BluetoothEnable (true);
});
}
public float Distance (float signalPower, float rssi, float nValue)
{
return (float)Math.Pow (10, ((signalPower - rssi) / (10 * nValue)));
}
// Update is called once per frame
void Update ()
{
if (_timeout > 0f)
{
_timeout -= Time.deltaTime;
if (_timeout <= 0f)
{
if (_startScan)
{
_startScan = false;
_timeout = _startScanTimeout;
// scanning for iBeacon devices requires that you know the Proximity UUID and provide an Identifier
BluetoothLEHardwareInterface.ScanForBeacons (new string[] { "01020304-0506-0708-0910-111213141516:Pit01" }, (iBeaconData) => {
if (!_iBeaconItems.ContainsKey (iBeaconData.UUID))
{
BluetoothLEHardwareInterface.Log ("item new: " + iBeaconData.UUID);
var newItem = Instantiate (iBeaconItemPrefab);
if (newItem != null)
{
BluetoothLEHardwareInterface.Log ("item created: " + iBeaconData.UUID);
newItem.transform.SetParent (transform);
newItem.transform.localScale = new Vector3 (1f, 1f, 1f);
var iBeaconItem = newItem.GetComponent<iBeaconItemScript> ();
if (iBeaconItem != null)
_iBeaconItems[iBeaconData.UUID] = iBeaconItem;
}
}
if (_iBeaconItems.ContainsKey (iBeaconData.UUID))
{
var iBeaconItem = _iBeaconItems[iBeaconData.UUID];
iBeaconItem.TextUUID.text = iBeaconData.UUID;
iBeaconItem.TextRSSIValue.text = iBeaconData.RSSI.ToString ();
// Android returns the signal power or measured power, iOS hides this and there is no way to get it
iBeaconItem.TextAndroidSignalPower.text = iBeaconData.AndroidSignalPower.ToString ();
// iOS returns an enum of unknown, far, near, immediate, Android does not return this
iBeaconItem.TextiOSProximity.text = iBeaconData.iOSProximity.ToString ();
// we can only calculate a distance if we have the signal power which iOS does not provide
if (iBeaconData.AndroidSignalPower != 0)
iBeaconItem.TextDistance.text = Distance (iBeaconData.AndroidSignalPower, iBeaconData.RSSI, 2.5f).ToString ();
}
});
}
else
{
BluetoothLEHardwareInterface.StopScan ();
_startScan = true;
_timeout = _startScanDelay;
}
}
}
}
}

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using UnityEngine;
using UnityEngine.UI;
public class iBeaconItemScript : MonoBehaviour
{
public Text TextUUID;
public Text TextRSSIValue;
public Text TextAndroidSignalPower;
public Text TextDistance;
public Text TextiOSProximity;
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PM5Connection : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PM5Definitions : MonoBehaviour
{
public class ServicesIds
{
public const string Discovery = "ce060000-43e5-11e4-916c-0800200c9a66";
public const string Information = "ce060010-43e5-11e4-916c-0800200c9a66";
public const string Control = "ce060020-43e5-11e4-916c-0800200c9a66";
public const string Rowing = "ce060030-43e5-11e4-916c-0800200c9a66";
};
public class CharacteristicIds
{
public const string SerialNumber = "ce060012-43e5-11e4-916c-0800200c9a66";
public const string HardwareRevision = "ce060013-43e5-11e4-916c-0800200c9a66";
public const string FirmwareRevision = "ce060014-43e5-11e4-916c-0800200c9a66";
public const string ManufacturerName = "ce060015-43e5-11e4-916c-0800200c9a66";
public const string Transmit = "ce060021-43e5-11e4-916c-0800200c9a66";
public const string Receive = "ce060022-43e5-11e4-916c-0800200c9a66";
public const string GeneralStatus = "ce060031-43e5-11e4-916c-0800200c9a66";
public const string AdditionalStatus = "ce060032-43e5-11e4-916c-0800200c9a66";
public const string AdditionalStatus2 = "ce060033-43e5-11e4-916c-0800200c9a66";
public const string GeneralStatusRate = "ce060034-43e5-11e4-916c-0800200c9a66";
public const string StrokeData = "ce060035-43e5-11e4-916c-0800200c9a66";
public const string AdditionalStrokeData = "ce060036-43e5-11e4-916c-0800200c9a66";
public const string SplitIntervalData = "ce060037-43e5-11e4-916c-0800200c9a66";
public const string AdditionalSplitIntervalData = "ce060038-43e5-11e4-916c-0800200c9a66";
public const string EndOfWorkoutSummaryData = "ce060039-43e5-11e4-916c-0800200c9a66";
public const string AdditionalEndOfWorkoutSummaryData = "ce06003a-43e5-11e4-916c-0800200c9a66";
public const string HeartRateBeltInformation = "ce06003b-43e5-11e4-916c-0800200c9a66";
public const string AdditionalEndOfWorkoutSummaryData2 = "ce06003c-43e5-11e4-916c-0800200c9a66"; /* multiplexed only */
public const string ForceCurveData = "ce06003d-43e5-11e4-916c-0800200c9a66";
public const string MultiplexedInformation = "ce060080-43e5-11e4-916c-0800200c9a66";
}
public class Service
{
}
}

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You must double click on the unity package file called Plugin.unitypackage in order to unpack the plugin files.

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