When the Autostart property of OSCreceiver is enabled, it already starts an UDP listener when the project is loaded into the editor. This can be seen by the messages printed to the console at project loading time:
OSCreceiver::_notification, starting reception
OSCreceiver::start on port 9000
OSCReceiver socket thread started
When the project is run, it tries to start another UDP listener and fails, because the port is already in use:
OSCreceiver::_notification, starting reception
OSCreceiver::start: unable to bind udp socket
As a consequence OSC message reception by the scene does not work.
The UDP listener should only be started when the scene containing the OSCreceiver node starts, as the readme claims.
Workaround: disable Autostart and add start() to _ready:
extends OSCreceiver
func _ready():
start()
This is on Godot compiled from current Git repo (commit c0137db76). I tested both the master and the develop branch of gdosc and they both exhibit the same problem.
When the Autostart property of
OSCreceiveris enabled, it already starts an UDP listener when the project is loaded into the editor. This can be seen by the messages printed to the console at project loading time:When the project is run, it tries to start another UDP listener and fails, because the port is already in use:
As a consequence OSC message reception by the scene does not work.
The UDP listener should only be started when the scene containing the
OSCreceivernode starts, as the readme claims.Workaround: disable Autostart and add
start()to_ready:This is on Godot compiled from current Git repo (commit c0137db76). I tested both the master and the develop branch of gdosc and they both exhibit the same problem.