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[ANN] myu Max-Unity Interoperability Toolkit v.1.0 Released

February 26, 2009 | 7:57 pm

It is my great pleasure to announce immediate availability of the μ [myu] Max-Unity Interoperability Toolkit version 1.0. μ [myu] is designed to simplify communication between the Max/MSP/Jitter and Unity3D rapid prototyping environments. Utilizing the TCP network packets, μ [myu] allows for easy bi-directional control of Unity3D and Max/MSP/Jitter assets, as well as importing of dynamic Jitter textures into Unity3D scene. Apart from the Jitter-specific texture communication protocol, μ [myu] relies upon the netsend/netreceive framework, thus making it also compatible with Pure-Data

Max/Msp/Jitter and Unity3D logos are trademarks of their respective owners.

WHY μ?
Max/MSP/Jitter and Pure-Data offer unprecedented flexibility in digital signal processing, particularly audio, as well as easy integration of external controllers and sensors, video, and 3D assets, while Unity3D is an advanced scalable and optimized 3D gaming engine with integrated intuitive scene editor and physics engine. By coupling their strengths μ [myu] aims to expand their rapid prototyping potential with minimal integration overhead.

μ [myu] was developed at DISIS and is available for download from the DISIS website

For a YouTube tech demo please visit
A high-resolution video available at

μ [myu] copyright DISIS 2008.

This program is free software: you can redistribute it and/or modify it under the terms of the version 3 of the GNU General Public License as published by the Free Software Foundation.

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

For additional info on the GNU General Public License see

Questions, Comments, and PR Contacts:

February 26, 2009 | 10:11 pm

You are my hero! I had been fighting with this and had given up months ago.

This is fantastic! I will let you know how my trial goes once i get a chance to work with it.

February 27, 2009 | 2:00 am

Wow, I gotta say this is fantastic! I have used Unity3D on some
game titles and it is a great environment to work in. The thought
of having it integrated with Max has my mouth watering. I would
love to be able to do live visuals that tell the narrative of a
musical piece. Kinda of like a film score in reverse. Doing
this in Unity would be awesome. I am on Vista so I will have to
wait for 2.5, but I will definitely be giving this a try.

February 27, 2009 | 3:17 am

First… This is great, works wonderfully…

Thank you very much for including the JitRecieveTexture Alt… Along with Windows users comment in your help file, that change of file allows those of us with the Unity Indy License to use it as well Smile

Have you noticed a substantial change in performance with using the non-plugin version, or is it tolerable?

February 27, 2009 | 3:30 am

Thank you all for your kind comments!

Regarding the alt texture mode, unfortunately it is considerably less efficient (although still useful) than the C plug-in version simply due to the way Unity3D deals with low-level texture processing inside C#. We had contacted Unity3D developers in hope they would expand their API to provide a more efficient way of addressing textures and although the particular developer we were in contact with agreed that there was room for improvement, as of right now we are not aware of any such changes in this area.

Hope this helps!

Best wishes,


March 12, 2009 | 7:59 am

Once again, many thanks all for your interest and kind words!

Finally got around to posting another video, this time showcasing [myu] in a real-world setting.

Part of the Revo:oveR collection, "elemental" is an interactive communal soundscape installation that premiered last November (2008) in Roanoke, VA (USA) as part of the grand opening of the Taubman Museum of Art. The exhibit ran non-stop for approximately 5 months and relied upon a bi-directional communication between Max/MSP/Jitter and Unity3d.

For those interested, a brief online preview of the exhibit can be found here:

Best wishes,


March 30, 2009 | 3:03 pm


I am having a blast working with this… getting some great results Smile

I can’t figure one thing out though… I have been able to send and recieve all sorts of data both to and from max… But I can’t figure out how to send something like a onMouseDown/ onMouseUp to trigger something in max. I think it has something to do with the true false statement being sent. Right now the code is set to float, but I need to change to bool? Maybe? The code would have to be in the JitMessenger.cs code, right?

I don’t speak C#, hahaha, and that might be part of the problem. Any help would be most appreciated.

Thanks for all your great work on this, I’ll post an example game I’m working on as soon as I can get past these few thing I need to figure out.


March 30, 2009 | 5:39 pm

Glad to hear you found myu useful. I think you are right, we did not explicitly include bool data type as one could easily describe those in int/float terms as 0 and 1 with negligible increase in bandwidth overhead. So, I guess one way would be to translate those kinds of calls into 0 and 1 and then send them via myu.

Hope this helps!

Best wishes,

March 31, 2009 | 1:25 am

shouldn’t this be in the jitter forum?

March 31, 2009 | 1:43 am

Interesting point. Although, if you ask me I’d say given that [myu] pertains to Max as a whole rather than just Jitter (even though it does provide some jitter-specific features) it may be more appropriate here.

Best wishes,

March 31, 2009 | 1:47 am

No actually, I think this is definitely appropriate for this
list. I am very interested in musical visualizations and
am very excited that Myu is available.

April 4, 2009 | 7:07 pm

maybe just posting a link to this thread in the jitter forum would be nice, so that jitter users that dont check the max thread would find it.

Im about to try it out, Ive been waiting to try unity for a long time now in hopes that someone would make something like this, im super excited that you have!

April 7, 2009 | 8:13 am

hey, is the download link broken?
I can’t access


April 7, 2009 | 3:22 pm

AFAIK the link should be ok (at least it connects ok from this end). Are you still experiencing problems accessing it?

Best wishes,

April 8, 2009 | 11:36 am

yes, I got it now,


April 21, 2009 | 4:58 pm

Hi all,

I’m having trouble using the connecting to the network port using the provided max patch.

When I try to connect using the netsend object (port 32003) I get a message along the lines of – "stream connection failure (error 61)"

Anyone have an idea what to try to get this to connect?

I’m using Max 5 and OSX Leopard


April 21, 2009 | 10:13 pm

If you haven’t changed anything in the patch and/or Unity file, my guess would be that your firewall might be on. Beyond that it is difficult to know without having access to additional information.

Hope this helps!


April 23, 2009 | 10:53 pm

Hi Ico, I get this error before making any modifications.

With the original Unity and Max files open I click the ‘connect localhost 32003′ button in the Max->Unity control patcher and receive the following two error messages in the Max window -

‘netsend: connecting to port 32003′
‘netsend: connecting stream socket: Connection refused (61)’

I’m using OSX Leopard and have tried setting ‘Allow Incoming Connections’ in the firewall section of system preferences to no avail. As I understand it, this should disable the firewall.

Any ideas, or more useful info I could provide?


April 24, 2009 | 1:39 am

You need to start the Unity program if you are opening it in editor. Alternately, I am not entirely sure what might be causing problems. Is there perhaps something else using the said port?

Hope this helps!

Best wishes,


April 24, 2009 | 12:11 pm

Ok, sorry. I hadn’t tried running the unity program before connecting… It’s working perfectly!


November 8, 2009 | 8:52 pm

Hello All,
I have been working with Max/msp – unity interoperability since before this toolkit came along but it completely opened the doors for what I was trying to achieve. And for that I say THANK YOU VERY MUCH ICO!and all that helped create myu

After a years worth of work.. I present to the Unity and Max Community:

iSensorii is currently on exhibit in the Dallas Museum of Art.
I have made my standalone Max , Unity and iPhone apps available for download.

Would love to have more testers if anyone is interested.

November 9, 2009 | 9:41 am

Hi. This looks very interesting. I don’t have an iphone but I’ll have a play.

Is there any way I could have a look at you Unity source project? I’m trying to do something quite similar with Max and Unity, but am not as far down the road as you.


November 9, 2009 | 1:25 pm

got anything to trade?
I’m still no pro at max , so I would love some good patches or externals. Perhaps you have a nice collection going?
I would’ve put up all source projects for everyone but I spent over a year of my time crafting them. I’m sure you can understand that.
Consider this an open invitation to everyone that I am willing to trade
~All best

August 28, 2012 | 2:46 pm

I’ve been looking for something like this, and this blew my mind! So easy to use, my mind is going crazy with the things i can do with this.
I absolutly love it! I will be working with this in the next coming months. My thanks are plenty.

I’m still a student and it will take a while before i completely understand the patch and unity. And i’m will be working on it from this moment.

How ever can somebody send me in the right direction or could you tell me how i can get the textures to work. And i know it’s because i;m a windows user and i need to change the direct 3d to openGL. But unity is still very new to me!

thanks in advance !

November 13, 2012 | 5:36 pm

Does anyone have the example patch and unity project connecting with the current iterations of the software? I have MAX5 and Unity 3.5 and I’m having no luck with max connecting to Unity.

My workflow
1. open unity project
2. start unity project
3. start max patch
4. press the message box connected to the "netsend" object


I’ve disabled my firewall and subbed out the "netsend" for for the "udpsend" to no avail.

Any suggestions would be welcome.
Thanks in advance,

February 24, 2013 | 8:25 pm


when i am directed to the download of the toolkit, which file is it i am supposed to download? or is it them all? sorry pretty new to this.


October 24, 2013 | 3:31 pm

I ‘m trying to get MSP to communicate with Unity… Using the incredible [myu] I ‘ve only managed to get Jitter through, but unfortunately I can’t get MSP into Unity (or opposite), which is what I am after basically!!! Any ideas? (Do I need to script in Unity for MSP separately? Cuz I only got Jitter scripts from the DISIS website download)…..
Is there something I don’t see or does myu only support Max/Jitter-Unity3d connection?

Many thanks in advance!

April 13, 2014 | 3:39 pm


i just got an oculus rift and it would be awesome to get max/msp to work with unity 3d that offers a totally new playground for me.

i tried myu and its working quite well. the problem is that i also cannot get the textures to work in unity as demonstrated here in the video:

im working with max 6 and unity 4 on a macbook pro intel core i7

there must be more people trying to get this working. its just too awesome, especially with the oculus rift. so if you know any projects or have any hints let me know.
i would appreciate it.

August 1, 2014 | 7:35 am

Does somebody know how to make appear the texture on the cube with Windows ?



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