OWO API
  • 👋Welcome
    • ❔What is a Sensation
    • ⚙️Plugin set up
    • 🎮Configure your project
    • 🔗Connection
    • ⚒️Create Sensations
    • 📲Send Sensations
  • 🎥Unreal Developers
    • 🎮Configure your project
    • 🔗Connection
    • ⚒️Create Sensations
    • 📲Send Sensations
  • 🖥️Tools
    • 💻Sensations Creator
    • 👁️‍🗨️OWO Visualizer
  • 💾Downloads
  • 🚀Quick Setup
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Quick Setup

PreviousDownloads

Last updated 1 year ago

If you want to start right away, we provide you with a simple snippet of code to include in your project. It shows how to connect with the MyOWO App and how to send a sensation.

To make a basic integration, you will need:

  • : To validate the connection and sensations sending.

  • : To integrate our technology in your project code.

Optionally, you could also use our to create and modify your own Sensations.

public async Task Main()
{
    await Connect();
    
    await SendBakedSensation();
    SendDynamicSensation();
    
    OWO.Disconnect();
}

Task Connect()
{
    //Here we declare two baked sensations, Ball(0) and Dart(1)
    var auth = GameAuth.Parse("0~Ball~100,1,100,0,0,0,Impact|0%100,1%100,2%100,3%100,4%100,5%100~impact-0~#1~Dart~12,1,100,0,0,0,Impact|5%100~impact-1~");
    OWO.Configure(auth);

    return OWO.AutoConnect(); //This operation can be awaited
}

void SendDynamicSensation() => OWO.Send(Sensation.Dagger);

Task SendBakedSensation()
{
    OWO.Send("0"); //This ID belongs to the Ball sensation in the GameAuth
    return Task.Delay(100); //We wait for the baked sensation to finish
}
//This UDPNetwork will only work on windows
std::shared_ptr<OWOGame::OWO> owo = OWO::Create<UDPNetwork>();

void Connect()
{
    //Here we declare two baked sensations, Ball(0) and Dart(1)
    auto auth = GameAuth::Parse("0~Ball~100,1,100,0,0,0,Impact|0%100,1%100,2%100,3%100,4%100,5%100~impact-0~#1~Dart~12,1,100,0,0,0,Impact|5%100~impact-1~");
    owo->Configure(auth);

    owo->AutoConnect();
    
    
    while (owo->State() != ConnectionState::Connected)
    {
        //We call UpdateStatus here only for the connection, 
        //but it also must be called in your application main loop
        //for more information read the Connection page in our documentation
        uint64_t timeInMs = std::clock();
        owo->UpdateStatus(timeInMs);
    }
}

void SendDynamicSensation()
{
    owo->Send(SensationsFactory::Create(100, 0.1f, 100, 0, 0, 0, "Dagger"));
}

void SendBakedSensation()
{
    //This ID belongs to the Ball sensation in the GameAuth
    owo->Send(SensationsParser::Parse("0"));
    //We wait for the baked sensation to finish
    std::this_thread::sleep_for(std::chrono::milliseconds(100));
}

void Main()
{
    Connect();

    SendBakedSensation();
    SendDynamicSensation();

    owo->Disconnect();
}
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Sensations Creator