Category Archives: MQTT

UNS with WinCC Open Architecture?

Did you know that WinCC Open Architecture is โ€œUNS READYโ€? ๐Ÿ‘

And it even does not matter how your underlying tags are structured ๐Ÿ˜ฎ

๐Ÿ‘‰ You can create your own hierarchical view on tags which you want to publish to MQTT in a Unified Namespace!

๐Ÿ‘‰ You can define a fully ISA 95 compliant view on top of your machine data!

Happy UNS Publishing with WinCC Open Architecture!

See the MQTT publisher at the WinCC Open Architecture Documentation

SparkplugB for Unity3D

Unlock the potential of industrial data from SparkplugB enabled devices, seamlessly integrated into Unity3D to build 3D applications?

Or start creating industry Apps for Apple’s Vision Pro with SparkplugB connectivity? ๐Ÿ•ถ๏ธ

๐Ÿ’ก I completed a SparkplugB ๐Ÿš€ implementation for Unity. The primary objective was to acquire a hands-on understanding of SparkplugB.

๐Ÿ‘‰ You can find it for free on GitHub It’s made on top of the “MQTT for Unity” Asset.

Disclaimer: There is no assurance that I have captured all the rules within the extensive 140-page SparkplugB specification. While Unity supports visionOS, I have not conducted testing on this platform.

MQTT for Gaming?

MQTT for Multiplayer Games? I am not a Game-Developer and I do not know how they create multiplayer internet games. But I know that MQTT can be used for that. Why?

# IoT turns to IoP

MQTT is used for connecting devices. Think about using MQTT for connecting players. “Internet of Things” (IoT) will turn to โ€žInternet of Playersโ€œ (IoP).

# A Player is like a Device?

In a multiplayer game, each player is like a device. When they join the game, it’s like they’re saying “Hello, I’m here!” to everyone else โ€“ this is known as a “birth message” in MQTT terms.

# Sharing Information Seamlessly

As players move around in the game, they keep sending updates like their location, healthy state, collected goodies, โ€ฆ. MQTT acts like a messenger, picking up this information and delivering it to everyone else playing. 

# Handling Player Exits

What if a player leaves the game intentionally or unintentionally? MQTT has a smart feature called “last will message.” It’s like a goodbye note that tells other players someone has left the game. This way, everyone stays in the loop.

# Central Management 

A central game management connected to the central MQTT broker, written in any kind of language, could be used to observe and control the game and all the players.

# Why MQTT?

1. **Real-Time Updates**: It’s fast and perfect for real-time games.

2. **Reliable**: Even if a player’s connection is shaky, MQTT makes sure messages get through.

3. **Efficient**: It doesn’t eat up much data, so players won’t lag.

4. **Simple**: It’s not complicated to set up and to use.

# Conclusion

Using MQTT in multiplayer games is like having a super-efficient mailman who ensures everyone knows what’s happening as it happens.

For Unity there is a โ€žUnity for MQTTโ€œ and a โ€œGraphQL for Unity Proโ€ asset. Easy to use and usable with all the main build targets, including WebGL!

See the game demo I made with MQTT.. I also integrated data from WinCC Unified in the demo, with the GraphQL for Unity Pro Asset.

You can try it out: https://server.rocworks.at/unity/game/ (could be already removed when you try to access it)