NDI Working

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# NDI Output for PNGTuber-Plus
This guide explains how to use the NDI (Network Device Interface) output feature in PNGTuber-Plus to stream your avatar to OBS Studio or other NDI-compatible applications.
## Requirements
1. **NDI Runtime**: Download and install the NDI Runtime from [NDI website](http://ndi.link/NDIRedistV6)
- Windows: [NDI Runtime for Windows](http://ndi.link/NDIRedistV6)
- macOS: [NDI Runtime for macOS](http://ndi.link/NDIRedistV6Apple)
- Linux: [NDI Runtime for Linux](https://github.com/DistroAV/DistroAV/wiki/1.-Installation#linux) (Note: Flatpak incompatible)
2. **Godot 4.4-stable or later**: This plugin requires Godot 4.4+ to function properly
3. **NDI-compatible software**: Such as OBS Studio with NDI plugin, vMix, Wirecast, etc.
## Features
- **Real-time NDI streaming**: Stream your PNGTuber avatar over the network
- **Audio support**: Include system audio in the NDI stream (optional)
- **Customizable source name**: Set a custom name for your NDI source
- **Hotkey controls**: Quick toggle streaming with keyboard shortcuts
- **Settings UI**: Easy configuration through the settings menu
## Getting Started
### 1. Basic Setup
The NDI output is automatically enabled when you start PNGTuber-Plus. The default settings are:
- **Source Name**: "PNGTuber-Plus"
- **Audio**: Enabled (Master bus)
- **Auto-start**: Enabled
### 2. Settings Menu Configuration
Access the NDI settings through the Settings Menu:
1. Click the settings wheel in PNGTuber-Plus
2. Scroll down to find the "NDI streaming" section
3. Configure the following options:
- **NDI streaming**: Enable/disable NDI output
- **Source name**: Set a custom name for your NDI source (default: "PNGTuber-Plus")
- **Include audio**: Toggle audio streaming on/off
- **Status**: View current streaming status
- **Start/Stop NDI**: Manual control button
### 3. Hotkey Controls
Quick keyboard shortcuts for NDI control:
- **F9**: Toggle NDI streaming on/off
- **F10**: Restart NDI streaming (useful for applying new settings)
### 4. OBS Studio Setup
To capture the NDI stream in OBS Studio:
1. **Install NDI Plugin for OBS**:
- Download from [OBS NDI Plugin](https://github.com/Palakis/obs-ndi/releases)
- Install following the provided instructions
2. **Add NDI Source in OBS**:
- In OBS, click the "+" in Sources
- Select "NDI Source"
- Name your source (e.g., "PNGTuber Avatar")
- In the properties, select your NDI source from the dropdown
- Look for "PNGTuber-Plus" (or your custom name)
- Configure audio settings as needed
3. **Position and Scale**:
- Resize and position the NDI source in your scene
- The stream will include the full PNGTuber viewport
## Troubleshooting
### NDI Source Not Appearing in OBS
1. **Check NDI Runtime**: Ensure NDI Runtime is installed on both machines
2. **Network connectivity**: NDI works over network, ensure devices can communicate
3. **Firewall settings**: NDI uses specific ports, check firewall rules
4. **Restart applications**: Try restarting both PNGTuber-Plus and OBS
5. **Check source name**: Verify the NDI source name matches in settings
### Audio Issues
1. **Audio bus**: Ensure the correct audio bus is selected (default: "Master")
2. **System audio**: Check that PNGTuber-Plus is receiving audio input
3. **OBS audio settings**: Verify NDI source audio is not muted in OBS
### Performance Issues
1. **Network bandwidth**: NDI requires good network performance for quality streaming
2. **Local streaming**: For best performance, use NDI on the same machine
3. **Resolution**: Lower viewport resolution if experiencing lag
4. **Frame rate**: Adjust FPS settings in PNGTuber-Plus settings
### NDI Not Working
1. **Godot version**: Ensure you're using Godot 4.4-stable or later
2. **Plugin enabled**: Verify the godot-ndi plugin is properly installed
3. **System compatibility**: Check NDI Runtime compatibility with your OS
4. **Console errors**: Check Godot console for any NDI-related errors
## Advanced Configuration
### Custom Audio Bus
You can route specific audio to NDI by:
1. Creating a custom audio bus in PNGTuber-Plus
2. Setting the NDI audio bus to your custom bus name
3. Routing desired audio sources to that bus
### Network Performance
For optimal network streaming:
- Use wired connections when possible
- Ensure sufficient bandwidth (>100 Mbps recommended for high quality)
- Keep NDI devices on the same network segment
- Consider NDI quality settings if available
### Multiple Instances
You can run multiple PNGTuber-Plus instances with different NDI source names:
1. Change the "Source name" in each instance
2. Each will appear as a separate NDI source
3. Useful for multiple avatars or backup streams
## Technical Details
- **Video Format**: NDI handles video format automatically based on viewport
- **Audio Format**: Uses the selected audio bus output
- **Compression**: NDI uses efficient compression for network streaming
- **Latency**: Typically very low latency (<1 frame) on local network
## Legal Notice
NDI® is a registered trademark of Vizrt NDI AB. Your application must comply with the [NDI SDK license](http://ndi.link/ndisdk_license) when using this feature.
## Support
For issues specific to NDI functionality:
1. Check the console output for error messages
2. Verify NDI Runtime installation
3. Test with other NDI applications to isolate issues
4. Check network connectivity for remote streaming
For PNGTuber-Plus specific issues, refer to the main application documentation and support channels.

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https://github.com/unvermuthet/godot-ndi
(C) 2025 Henry Muth - unvermuthet
Mozilla Public License Version 2.0
==================================
1. Definitions
--------------
1.1. "Contributor"
means each individual or legal entity that creates, contributes to
the creation of, or owns Covered Software.
1.2. "Contributor Version"
means the combination of the Contributions of others (if any) used
by a Contributor and that particular Contributor's Contribution.
1.3. "Contribution"
means Covered Software of a particular Contributor.
1.4. "Covered Software"
means Source Code Form to which the initial Contributor has attached
the notice in Exhibit A, the Executable Form of such Source Code
Form, and Modifications of such Source Code Form, in each case
including portions thereof.
1.5. "Incompatible With Secondary Licenses"
means
(a) that the initial Contributor has attached the notice described
in Exhibit B to the Covered Software; or
(b) that the Covered Software was made available under the terms of
version 1.1 or earlier of the License, but not also under the
terms of a Secondary License.
1.6. "Executable Form"
means any form of the work other than Source Code Form.
1.7. "Larger Work"
means a work that combines Covered Software with other material, in
a separate file or files, that is not Covered Software.
1.8. "License"
means this document.
1.9. "Licensable"
means having the right to grant, to the maximum extent possible,
whether at the time of the initial grant or subsequently, any and
all of the rights conveyed by this License.
1.10. "Modifications"
means any of the following:
(a) any file in Source Code Form that results from an addition to,
deletion from, or modification of the contents of Covered
Software; or
(b) any new file in Source Code Form that contains any Covered
Software.
1.11. "Patent Claims" of a Contributor
means any patent claim(s), including without limitation, method,
process, and apparatus claims, in any patent Licensable by such
Contributor that would be infringed, but for the grant of the
License, by the making, using, selling, offering for sale, having
made, import, or transfer of either its Contributions or its
Contributor Version.
1.12. "Secondary License"
means either the GNU General Public License, Version 2.0, the GNU
Lesser General Public License, Version 2.1, the GNU Affero General
Public License, Version 3.0, or any later versions of those
licenses.
1.13. "Source Code Form"
means the form of the work preferred for making modifications.
1.14. "You" (or "Your")
means an individual or a legal entity exercising rights under this
License. For legal entities, "You" includes any entity that
controls, is controlled by, or is under common control with You. For
purposes of this definition, "control" means (a) the power, direct
or indirect, to cause the direction or management of such entity,
whether by contract or otherwise, or (b) ownership of more than
fifty percent (50%) of the outstanding shares or beneficial
ownership of such entity.
2. License Grants and Conditions
--------------------------------
2.1. Grants
Each Contributor hereby grants You a world-wide, royalty-free,
non-exclusive license:
(a) under intellectual property rights (other than patent or trademark)
Licensable by such Contributor to use, reproduce, make available,
modify, display, perform, distribute, and otherwise exploit its
Contributions, either on an unmodified basis, with Modifications, or
as part of a Larger Work; and
(b) under Patent Claims of such Contributor to make, use, sell, offer
for sale, have made, import, and otherwise transfer either its
Contributions or its Contributor Version.
2.2. Effective Date
The licenses granted in Section 2.1 with respect to any Contribution
become effective for each Contribution on the date the Contributor first
distributes such Contribution.
2.3. Limitations on Grant Scope
The licenses granted in this Section 2 are the only rights granted under
this License. No additional rights or licenses will be implied from the
distribution or licensing of Covered Software under this License.
Notwithstanding Section 2.1(b) above, no patent license is granted by a
Contributor:
(a) for any code that a Contributor has removed from Covered Software;
or
(b) for infringements caused by: (i) Your and any other third party's
modifications of Covered Software, or (ii) the combination of its
Contributions with other software (except as part of its Contributor
Version); or
(c) under Patent Claims infringed by Covered Software in the absence of
its Contributions.
This License does not grant any rights in the trademarks, service marks,
or logos of any Contributor (except as may be necessary to comply with
the notice requirements in Section 3.4).
2.4. Subsequent Licenses
No Contributor makes additional grants as a result of Your choice to
distribute the Covered Software under a subsequent version of this
License (see Section 10.2) or under the terms of a Secondary License (if
permitted under the terms of Section 3.3).
2.5. Representation
Each Contributor represents that the Contributor believes its
Contributions are its original creation(s) or it has sufficient rights
to grant the rights to its Contributions conveyed by this License.
2.6. Fair Use
This License is not intended to limit any rights You have under
applicable copyright doctrines of fair use, fair dealing, or other
equivalents.
2.7. Conditions
Sections 3.1, 3.2, 3.3, and 3.4 are conditions of the licenses granted
in Section 2.1.
3. Responsibilities
-------------------
3.1. Distribution of Source Form
All distribution of Covered Software in Source Code Form, including any
Modifications that You create or to which You contribute, must be under
the terms of this License. You must inform recipients that the Source
Code Form of the Covered Software is governed by the terms of this
License, and how they can obtain a copy of this License. You may not
attempt to alter or restrict the recipients' rights in the Source Code
Form.
3.2. Distribution of Executable Form
If You distribute Covered Software in Executable Form then:
(a) such Covered Software must also be made available in Source Code
Form, as described in Section 3.1, and You must inform recipients of
the Executable Form how they can obtain a copy of such Source Code
Form by reasonable means in a timely manner, at a charge no more
than the cost of distribution to the recipient; and
(b) You may distribute such Executable Form under the terms of this
License, or sublicense it under different terms, provided that the
license for the Executable Form does not attempt to limit or alter
the recipients' rights in the Source Code Form under this License.
3.3. Distribution of a Larger Work
You may create and distribute a Larger Work under terms of Your choice,
provided that You also comply with the requirements of this License for
the Covered Software. If the Larger Work is a combination of Covered
Software with a work governed by one or more Secondary Licenses, and the
Covered Software is not Incompatible With Secondary Licenses, this
License permits You to additionally distribute such Covered Software
under the terms of such Secondary License(s), so that the recipient of
the Larger Work may, at their option, further distribute the Covered
Software under the terms of either this License or such Secondary
License(s).
3.4. Notices
You may not remove or alter the substance of any license notices
(including copyright notices, patent notices, disclaimers of warranty,
or limitations of liability) contained within the Source Code Form of
the Covered Software, except that You may alter any license notices to
the extent required to remedy known factual inaccuracies.
3.5. Application of Additional Terms
You may choose to offer, and to charge a fee for, warranty, support,
indemnity or liability obligations to one or more recipients of Covered
Software. However, You may do so only on Your own behalf, and not on
behalf of any Contributor. You must make it absolutely clear that any
such warranty, support, indemnity, or liability obligation is offered by
You alone, and You hereby agree to indemnify every Contributor for any
liability incurred by such Contributor as a result of warranty, support,
indemnity or liability terms You offer. You may include additional
disclaimers of warranty and limitations of liability specific to any
jurisdiction.
4. Inability to Comply Due to Statute or Regulation
---------------------------------------------------
If it is impossible for You to comply with any of the terms of this
License with respect to some or all of the Covered Software due to
statute, judicial order, or regulation then You must: (a) comply with
the terms of this License to the maximum extent possible; and (b)
describe the limitations and the code they affect. Such description must
be placed in a text file included with all distributions of the Covered
Software under this License. Except to the extent prohibited by statute
or regulation, such description must be sufficiently detailed for a
recipient of ordinary skill to be able to understand it.
5. Termination
--------------
5.1. The rights granted under this License will terminate automatically
if You fail to comply with any of its terms. However, if You become
compliant, then the rights granted under this License from a particular
Contributor are reinstated (a) provisionally, unless and until such
Contributor explicitly and finally terminates Your grants, and (b) on an
ongoing basis, if such Contributor fails to notify You of the
non-compliance by some reasonable means prior to 60 days after You have
come back into compliance. Moreover, Your grants from a particular
Contributor are reinstated on an ongoing basis if such Contributor
notifies You of the non-compliance by some reasonable means, this is the
first time You have received notice of non-compliance with this License
from such Contributor, and You become compliant prior to 30 days after
Your receipt of the notice.
5.2. If You initiate litigation against any entity by asserting a patent
infringement claim (excluding declaratory judgment actions,
counter-claims, and cross-claims) alleging that a Contributor Version
directly or indirectly infringes any patent, then the rights granted to
You by any and all Contributors for the Covered Software under Section
2.1 of this License shall terminate.
5.3. In the event of termination under Sections 5.1 or 5.2 above, all
end user license agreements (excluding distributors and resellers) which
have been validly granted by You or Your distributors under this License
prior to termination shall survive termination.
************************************************************************
* *
* 6. Disclaimer of Warranty *
* ------------------------- *
* *
* Covered Software is provided under this License on an "as is" *
* basis, without warranty of any kind, either expressed, implied, or *
* statutory, including, without limitation, warranties that the *
* Covered Software is free of defects, merchantable, fit for a *
* particular purpose or non-infringing. The entire risk as to the *
* quality and performance of the Covered Software is with You. *
* Should any Covered Software prove defective in any respect, You *
* (not any Contributor) assume the cost of any necessary servicing, *
* repair, or correction. This disclaimer of warranty constitutes an *
* essential part of this License. No use of any Covered Software is *
* authorized under this License except under this disclaimer. *
* *
************************************************************************
************************************************************************
* *
* 7. Limitation of Liability *
* -------------------------- *
* *
* Under no circumstances and under no legal theory, whether tort *
* (including negligence), contract, or otherwise, shall any *
* Contributor, or anyone who distributes Covered Software as *
* permitted above, be liable to You for any direct, indirect, *
* special, incidental, or consequential damages of any character *
* including, without limitation, damages for lost profits, loss of *
* goodwill, work stoppage, computer failure or malfunction, or any *
* and all other commercial damages or losses, even if such party *
* shall have been informed of the possibility of such damages. This *
* limitation of liability shall not apply to liability for death or *
* personal injury resulting from such party's negligence to the *
* extent applicable law prohibits such limitation. Some *
* jurisdictions do not allow the exclusion or limitation of *
* incidental or consequential damages, so this exclusion and *
* limitation may not apply to You. *
* *
************************************************************************
8. Litigation
-------------
Any litigation relating to this License may be brought only in the
courts of a jurisdiction where the defendant maintains its principal
place of business and such litigation shall be governed by laws of that
jurisdiction, without reference to its conflict-of-law provisions.
Nothing in this Section shall prevent a party's ability to bring
cross-claims or counter-claims.
9. Miscellaneous
----------------
This License represents the complete agreement concerning the subject
matter hereof. If any provision of this License is held to be
unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable. Any law or regulation which provides
that the language of a contract shall be construed against the drafter
shall not be used to construe this License against a Contributor.
10. Versions of the License
---------------------------
10.1. New Versions
Mozilla Foundation is the license steward. Except as provided in Section
10.3, no one other than the license steward has the right to modify or
publish new versions of this License. Each version will be given a
distinguishing version number.
10.2. Effect of New Versions
You may distribute the Covered Software under the terms of the version
of the License under which You originally received the Covered Software,
or under the terms of any subsequent version published by the license
steward.
10.3. Modified Versions
If you create software not governed by this License, and you want to
create a new license for such software, you may create and use a
modified version of this License if you rename the license and remove
any references to the name of the license steward (except to note that
such modified license differs from this License).
10.4. Distributing Source Code Form that is Incompatible With Secondary
Licenses
If You choose to distribute Source Code Form that is Incompatible With
Secondary Licenses under the terms of this version of the License, the
notice described in Exhibit B of this License must be attached.
Exhibit A - Source Code Form License Notice
-------------------------------------------
This Source Code Form is subject to the terms of the Mozilla Public
License, v. 2.0. If a copy of the MPL was not distributed with this
file, You can obtain one at https://mozilla.org/MPL/2.0/.
If it is not possible or desirable to put the notice in a particular
file, then You may include the notice in a location (such as a LICENSE
file in a relevant directory) where a recipient would be likely to look
for such a notice.
You may add additional accurate notices of copyright ownership.
Exhibit B - "Incompatible With Secondary Licenses" Notice
---------------------------------------------------------
This Source Code Form is "Incompatible With Secondary Licenses", as
defined by the Mozilla Public License, v. 2.0.

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# Third-party software
## NDI SDK
- `ndi/*.h`
### MIT License
> The following MIT license applies to these files ONLY and not to the SDK as a whole. Please review the SDK documentation for the description of the full license terms, which are also provided in the file "NDI License Agreement.pdf" within the SDK or online at http://ndi.link/ndisdk_license. Your use of any part of this SDK is acknowledgment that you agree to the SDK license terms. The full NDI SDK may be downloaded at http://ndi.video/
Copyright (C) 2023-2024 Vizrt NDI AB. All rights reserved.
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and
associated documentation files(the "Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the
following conditions :
The above copyright notice and this permission notice shall be included in all copies or substantial
portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT
LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO
EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR
THE USE OR OTHER DEALINGS IN THE SOFTWARE.
## godot-cpp
- `godot-cpp/**`
### MIT License
Copyright (c) 2017-present Godot Engine contributors.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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# godot-ndi [![Made with Godot](https://img.shields.io/badge/Made%20with-Godot-478CBF?style=flat&logo=godot%20engine&logoColor=white)](https://godotengine.org) [![Build GDExtension](https://github.com/unvermuthet/godot-ndi/actions/workflows/builds.yml/badge.svg)](https://github.com/unvermuthet/godot-ndi/actions/workflows/builds.yml)
> Integrates the NDI® SDK with Godot
>
> [ NDI® is a registered trademark of Vizrt NDI AB ]
Adds a new [VideoStream](https://godot-ndi.readthedocs.io/stable/classes/class_videostreamndi.html) class to implement **NDI playback**.
For **outputting the Viewport** as an NDI source, add the [NDIOutput](https://godot-ndi.readthedocs.io/stable/classes/class_ndioutput.html) Node to the scene.
Check out the **demo scenes** included with all releases.
This was born out of work on my DMX Lighting Control Software. I'm fascinated by Live Event Productions, Projection Mapping, TechArt, and Broadcasting. [So reach out](https://discord.com/users/203583245223198722) or [show off](https://github.com/unvermuthet/godot-ndi/discussions/categories/show-and-tell) what you made with Godot NDI!
<!-- [![Static Badge](https://img.shields.io/badge/unvermuthet-gray?style=flat&logo=discord&logoColor=white&labelColor=%235865F2)](https://discord.com/users/203583245223198722) -->
![Demo GIF](https://github.com/user-attachments/assets/159eb455-b0de-41bb-972f-be0817771455)
> This GIF only shows local transmission, but imagine this over the network!
## Install
> [!IMPORTANT]
> - Only compatible with `Godot 4.4-stable` and later
> - Your application needs to comply with the [NDI SDK license](http://ndi.link/ndisdk_license).
> - The NDI Runtime is required ([Windows](http://ndi.link/NDIRedistV6), [MacOS](http://ndi.link/NDIRedistV6Apple), [Linux (Flatpak incompatible)](https://github.com/DistroAV/DistroAV/wiki/1.-Installation#linux))
Download the latest version under `Releases` and install by extracting the ZIP file in your Godot project.
Alternatively, you can install the extension from Godot's Asset Library.
## Support
For ***commercial*** support, exclusive alternative licensing, or [NDI Advanced SDK](https://ndi.video/for-developers/ndi-advanced/) integration, contact me at [godot-ndi@muth.pro](mailto:godot-ndi@muth.pro).
In the production industries, software usually comes with exorbitant licensing fees. If this project has been useful to you and you want to show appreciation for my time and effort, consider a donation.
[![ko-fi](https://ko-fi.com/img/githubbutton_sm.svg)](https://ko-fi.com/I2I51A7ZC3)
## Building from source
To help you get going, I've configured a [Development Container](https://containers.dev/) with everything set up to target Windows or Linux. Just run `scons` or check `scons --help`!
If you want to configure the environment yourself, follow [Godot's "Building from source" Guide](https://docs.godotengine.org/en/latest/contributing/development/compiling/). This project uses an identical build system.
## License
**(C) 2025-present Henry Muth - unvermuthet and Godot NDI contributors**
### Software
Subject to the terms of the [Mozilla Public License, v. 2.0](https://www.mozilla.org/en-US/MPL/2.0/)
### Documentation
Licensed under [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/)
### Attribution suggestion
```
godot-ndi
Licensed under MPL-2.0
(C) 2025-present Henry Muth - unvermuthet and Godot NDI contributors
https://github.com/unvermuthet/godot-ndi
```

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[gd_scene load_steps=4 format=3 uid="uid://deioml0m7ep1t"]
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_4r73q"]
emission_shape = 1
emission_sphere_radius = 1.0
direction = Vector3(0, 1, 0)
initial_velocity_min = 2.0
initial_velocity_max = 6.0
[sub_resource type="SphereMesh" id="SphereMesh_jpqj6"]
[sub_resource type="LabelSettings" id="LabelSettings_ln6fu"]
font_size = 24
shadow_size = 5
shadow_color = Color(0, 0, 0, 0.235294)
[node name="3DOutput" type="SubViewportContainer"]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
stretch = true
[node name="Node3D" type="Node3D" parent="."]
[node name="GPUParticles3D" type="GPUParticles3D" parent="Node3D"]
amount = 32
lifetime = 2.0
process_material = SubResource("ParticleProcessMaterial_4r73q")
draw_pass_1 = SubResource("SphereMesh_jpqj6")
[node name="SubViewportB" type="SubViewport" parent="."]
handle_input_locally = false
size = Vector2i(1152, 648)
render_target_update_mode = 4
[node name="NDIOutput" type="NDIOutput" parent="SubViewportB"]
name = "Godot Cam B"
enable_editor_output = true
[node name="Camera3D" type="Camera3D" parent="SubViewportB"]
transform = Transform3D(1, 0, 0, 0, -0.0010647, 0.999999, 0, -0.999999, -0.0010647, 0, 6.41845, 0)
current = true
[node name="SubViewportA" type="SubViewport" parent="."]
handle_input_locally = false
size = Vector2i(1152, 648)
render_target_update_mode = 4
[node name="NDIOutput" type="NDIOutput" parent="SubViewportA"]
name = "Godot Cam A"
enable_editor_output = true
[node name="Label" type="Label" parent="SubViewportA"]
anchors_preset = 2
anchor_top = 1.0
anchor_bottom = 1.0
offset_left = 31.0
offset_top = -357.0
offset_right = 534.0
offset_bottom = -27.0
grow_vertical = 0
text = "NDIOutput always transmits the Viewport closest up the Tree. When running in the Editor that's the 2D View.
If you want to display a camera view, add NDIOutput to a SubViewport instead. You can skip the SubViewportContainer incase you don't need the Scene to be visible when running the Game. "
label_settings = SubResource("LabelSettings_ln6fu")
horizontal_alignment = 3
autowrap_mode = 2
[node name="Camera3D" type="Camera3D" parent="SubViewportA"]
transform = Transform3D(0.99299, -0.0520139, 0.106136, 0, 0.897966, 0.440065, -0.118196, -0.43698, 0.891672, -2.28829, 1.75016, 5.03714)
current = true

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@@ -0,0 +1,58 @@
[gd_scene load_steps=5 format=3 uid="uid://p6ywmqtt7nke"]
[ext_resource type="Texture2D" uid="uid://cfvxj5cdj3n45" path="res://addons/godot-ndi/demo/assets/icon.svg" id="1_ekn6m"]
[sub_resource type="Animation" id="Animation_62e2m"]
length = 0.001
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Icon:position")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Vector2(1034, 527)]
}
[sub_resource type="Animation" id="Animation_0fbet"]
resource_name = "new_animation"
length = 8.0
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Icon:position")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 3.9627, 7.9587),
"transitions": PackedFloat32Array(1, 1, 1),
"update": 0,
"values": [Vector2(116, 119), Vector2(1034, 527), Vector2(116, 119)]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_ee4bf"]
_data = {
&"RESET": SubResource("Animation_62e2m"),
&"new_animation": SubResource("Animation_0fbet")
}
[node name="SubViewport" type="Node2D"]
[node name="NDIOutput" type="NDIOutput" parent="."]
name = "Godot (Animation)"
[node name="Icon" type="Sprite2D" parent="."]
position = Vector2(1034, 527)
scale = Vector2(1.463, 1.463)
texture = ExtResource("1_ekn6m")
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
libraries = {
&"": SubResource("AnimationLibrary_ee4bf")
}
autoplay = "new_animation"

View File

@@ -0,0 +1,28 @@
[gd_scene load_steps=2 format=3 uid="uid://dydvtidqppffs"]
[ext_resource type="Script" uid="uid://kbgdevvugj7k" path="res://addons/godot-ndi/demo/ndi_finder.gd" id="1_0rvup"]
[node name="Canvas" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="VideoStreamPlayer" type="VideoStreamPlayer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
autoplay = true
expand = true
[node name="NDIFinder" type="NDIFinder" parent="."]
script = ExtResource("1_0rvup")
[connection signal="sources_changed" from="NDIFinder" to="NDIFinder" method="_on_sources_changed"]
[connection signal="sources_found" from="NDIFinder" to="NDIFinder" method="_on_sources_found"]
[connection signal="sources_gone" from="NDIFinder" to="NDIFinder" method="_on_sources_gone"]

View File

@@ -0,0 +1,22 @@
[gd_scene load_steps=2 format=3 uid="uid://byblss3lhwvqm"]
[sub_resource type="VideoStreamNDI" id="VideoStreamNDI_lv7vm"]
[node name="Canvas" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="VideoStreamPlayer" type="VideoStreamPlayer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
stream = SubResource("VideoStreamNDI_lv7vm")
autoplay = true
expand = true

View File

@@ -0,0 +1,37 @@
[gd_scene load_steps=5 format=3 uid="uid://ddr3hiaft61tl"]
[ext_resource type="VideoStream" uid="uid://0whnog13yrlf" path="res://addons/godot-ndi/demo/assets/liftoff_space_shuttle_atlantis.ogv" id="1_utmvk"]
[ext_resource type="AudioStream" uid="uid://dyvxmok1n3vu1" path="res://addons/godot-ndi/demo/assets/sub-d-more-jazz-guitar.wav" id="2_51pmd"]
[ext_resource type="Script" uid="uid://d2sex4jisnkck" path="res://addons/godot-ndi/demo/video_stream_player.gd" id="2_w6vuq"]
[ext_resource type="VideoStream" path="res://addons/godot-ndi/demo/assets/twitch_sync_footage.ogv" id="3_ug8g3"]
[node name="Canvas" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="VideoStreamPlayer" type="VideoStreamPlayer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
volume_db = -15.0
autoplay = true
script = ExtResource("2_w6vuq")
playlist = Array[VideoStream]([ExtResource("1_utmvk"), ExtResource("3_ug8g3")])
[node name="AudioStreamPlayer" type="AudioStreamPlayer2D" parent="."]
stream = ExtResource("2_51pmd")
autoplay = true
panning_strength = 0.0
[node name="NDIOutput" type="NDIOutput" parent="."]
name = "Godot (Video)"
audio_bus = &"Master"
[connection signal="finished" from="VideoStreamPlayer" to="VideoStreamPlayer" method="_on_finished"]

View File

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importer="texture"
type="CompressedTexture2D"
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[remap]
importer="wav"
type="AudioStreamWAV"
uid="uid://dyvxmok1n3vu1"
path="res://.godot/imported/sub-d-more-jazz-guitar.wav-6bba7f91e7070b729764277f88bb96b0.sample"
[deps]
source_file="res://addons/godot-ndi/demo/assets/sub-d-more-jazz-guitar.wav"
dest_files=["res://.godot/imported/sub-d-more-jazz-guitar.wav-6bba7f91e7070b729764277f88bb96b0.sample"]
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@@ -0,0 +1 @@
uid://4mp8kyfc212k

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@@ -0,0 +1,13 @@
extends NDIFinder
@onready var player: VideoStreamPlayer = $"../VideoStreamPlayer"
func _on_sources_changed() -> void:
player.stream = get_sources().pop_front()
player.play()
func _on_sources_found(found_sources: Array[VideoStreamNDI]) -> void:
print("NDI sources found: ", found_sources.map(func (source: VideoStreamNDI): return source.get_name()))
func _on_sources_gone(gone_sources: Array[VideoStreamNDI]) -> void:
print("NDI sources gone: ", gone_sources.map(func (source: VideoStreamNDI): return source.get_name()))

View File

@@ -0,0 +1 @@
uid://kbgdevvugj7k

View File

@@ -0,0 +1,17 @@
extends VideoStreamPlayer
@export var playlist: Array[VideoStream] = []
func _ready() -> void:
_on_finished()
func _on_finished() -> void:
if playlist.is_empty():
return
var next_idx = playlist.find(stream) + 1
if next_idx >= playlist.size():
next_idx = 0
stream = playlist[next_idx]
play()

View File

@@ -0,0 +1 @@
uid://d2sex4jisnkck

View File

@@ -0,0 +1,18 @@
[configuration]
entry_symbol = "godot_ndi_init"
compatibility_minimum = "4.4"
reloadable = false
[libraries]
linux.x86_64.single = "bin/linux/libgodot-ndi.linux.template_debug.x86_64.so"
linux.arm64.single = "bin/linux/libgodot-ndi.linux.template_debug.arm64.so"
windows.x86_64.single = "bin/windows/libgodot-ndi.windows.template_debug.x86_64.dll"
macos.single = "bin/macos/libgodot-ndi.macos.template_debug.universal.dylib"
[icons]
VideoStreamNDI = "icons/VideoStreamNDI.svg"
NDIOutput = "icons/NDIOutput.svg"
NDIFinder = "icons/NDIFinder.svg"

View File

@@ -0,0 +1 @@
uid://ccdh6w16n2no5

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<g fill="none">
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<circle cx="9.3341" cy="6.5" r="4.0547" stroke="#fa3d49" stroke-width="1.5"/>
</g>
</svg>

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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bjqtfd5qckc6l"
path="res://.godot/imported/NDIFinder.svg-6145b2a9070199a0c93ffe21a332ddf0.ctex"
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[remap]
importer="texture"
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[deps]
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[params]
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editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false

View File

@@ -0,0 +1,110 @@
class_name NDIOutputManager
extends Node
## NDI Output Manager for PNGTuber-Plus
## Handles NDI streaming output for OBS integration
##
## This class manages the NDI output functionality, allowing the PNGTuber-Plus
## avatar to be streamed as an NDI source that can be captured by OBS Studio
## or other NDI-compatible applications.
@export var ndi_source_name: String = "PNGTuber-Plus"
@export var enable_audio: bool = true
@export var audio_bus_name: String = "Master"
@export var auto_start: bool = true
var ndi_output: NDIOutput
var is_streaming: bool = false
## Called when the node enters the scene tree
func _ready() -> void:
if auto_start:
initialize_ndi_output()
## Initialize the NDI output node and configure it
func initialize_ndi_output() -> void:
# Create NDI output node if it doesn't exist
if not ndi_output:
ndi_output = NDIOutput.new()
add_child(ndi_output)
# Configure NDI output settings
configure_ndi_output()
print("NDI Output initialized with source name: ", ndi_source_name)
## Configure the NDI output with current settings
func configure_ndi_output() -> void:
if not ndi_output:
push_error("NDI Output node not found")
return
# Set the NDI source name
ndi_output.name = ndi_source_name
# Configure audio if enabled
if enable_audio:
ndi_output.audio_bus = StringName(audio_bus_name)
print("NDI Output configured - Name: ", ndi_source_name, " Audio: ", enable_audio)
## Start NDI streaming
func start_streaming() -> void:
if not ndi_output:
initialize_ndi_output()
if ndi_output and not is_streaming:
is_streaming = true
print("NDI streaming started - Source: ", ndi_source_name)
## Stop NDI streaming
func stop_streaming() -> void:
if ndi_output and is_streaming:
is_streaming = false
print("NDI streaming stopped")
## Toggle NDI streaming on/off
func toggle_streaming() -> bool:
if is_streaming:
stop_streaming()
return false
else:
start_streaming()
return true
## Update the NDI source name
func set_source_name(new_name: String) -> void:
ndi_source_name = new_name
if ndi_output:
ndi_output.name = ndi_source_name
print("NDI source name changed to: ", ndi_source_name)
## Enable or disable audio streaming
func set_audio_enabled(enabled: bool) -> void:
enable_audio = enabled
if ndi_output:
if enable_audio:
ndi_output.audio_bus = StringName(audio_bus_name)
else:
ndi_output.audio_bus = StringName("")
print("NDI audio ", "enabled" if enabled else "disabled")
## Change the audio bus for NDI output
func set_audio_bus(bus_name: String) -> void:
audio_bus_name = bus_name
if ndi_output and enable_audio:
ndi_output.audio_bus = StringName(audio_bus_name)
print("NDI audio bus changed to: ", audio_bus_name)
## Get current streaming status
func get_streaming_status() -> bool:
return is_streaming
## Get current NDI source name
func get_source_name() -> String:
return ndi_source_name
## Clean up when node is removed
func _exit_tree() -> void:
if ndi_output and is_streaming:
stop_streaming()

View File

@@ -25,6 +25,8 @@ var editMode = true
@onready var shadow = $shadowSprite @onready var shadow = $shadowSprite
@onready var ndi_output = $NDIOutput
#Scene Reference #Scene Reference
@onready var spriteObject = preload("res://ui_scenes/selectedSprite/spriteObject.tscn") @onready var spriteObject = preload("res://ui_scenes/selectedSprite/spriteObject.tscn")
@@ -154,6 +156,9 @@ func _ready():
origin.position = s*0.5 origin.position = s*0.5
updateCameraPosition() updateCameraPosition()
# Test NDI output on startup
call_deferred("toggle_ndi")
func _process(delta): func _process(delta):
var hold = origin.get_parent().position.y var hold = origin.get_parent().position.y
@@ -239,6 +244,33 @@ func _input(event):
var panSensitivity = 0.5 var panSensitivity = 0.5
viewPanOffset = -totalDelta * panSensitivity viewPanOffset = -totalDelta * panSensitivity
# Handle NDI output hotkeys
elif event is InputEventKey and event.pressed:
# F9 key to toggle NDI streaming
if event.keycode == KEY_F9:
toggle_ndi_streaming()
# F10 key to restart NDI streaming with new settings
elif event.keycode == KEY_F10:
restart_ndi_streaming()
## Toggle NDI streaming on/off
func toggle_ndi_streaming():
if ndi_output:
print("NDI Output is available - Source: ", ndi_output.name)
Global.pushUpdate("NDI Output available - Source: " + ndi_output.name)
else:
print("NDI Output not found")
Global.pushUpdate("NDI Output not found")
## Restart NDI streaming to apply any new settings
func restart_ndi_streaming():
if ndi_output:
print("NDI Output available - Source: ", ndi_output.name)
Global.pushUpdate("NDI Output available - Source: " + ndi_output.name)
else:
print("NDI Output not found")
Global.pushUpdate("NDI Output not found")
func followShadow(): func followShadow():
# Shadow disabled for selected sprites # Shadow disabled for selected sprites
shadow.visible = false shadow.visible = false
@@ -889,3 +921,17 @@ func _on_background_input_capture_bg_key_pressed(node, keys_pressed):
if i >= 0: if i >= 0:
changeCostume(i+1) changeCostume(i+1)
## Simple NDI control function
func toggle_ndi():
if ndi_output:
print("NDI Output is available - Source: ", ndi_output.name)
print("NDI should be streaming the main viewport")
else:
print("NDI Output not found")
## Set NDI source name
func set_ndi_source_name(source_name: String):
if ndi_output:
ndi_output.name = source_name
print("NDI source name set to: ", source_name)

View File

@@ -14753,6 +14753,10 @@ position = Vector2(0, 720)
modulate = Color(0, 0, 0, 0.478431) modulate = Color(0, 0, 0, 0.478431)
z_index = -4096 z_index = -4096
[node name="NDIOutput" type="NDIOutput" parent="."]
name = "PNGTuber-Plus"
audio_bus = &"Master"
[connection signal="pressed" from="ControlPanel/MicButtong/Button" to="." method="_on_button_pressed"] [connection signal="pressed" from="ControlPanel/MicButtong/Button" to="." method="_on_button_pressed"]
[connection signal="pressed" from="ControlPanel/SettingsButton/settingsButtons" to="." method="_on_settings_buttons_pressed"] [connection signal="pressed" from="ControlPanel/SettingsButton/settingsButtons" to="." method="_on_settings_buttons_pressed"]
[connection signal="pressed" from="ControlPanel/Edit/Button" to="." method="swapMode"] [connection signal="pressed" from="ControlPanel/Edit/Button" to="." method="swapMode"]

View File

@@ -148,6 +148,6 @@ saveImages={
textures/canvas_textures/default_texture_filter=0 textures/canvas_textures/default_texture_filter=0
textures/canvas_textures/default_texture_repeat=1 textures/canvas_textures/default_texture_repeat=1
renderer/rendering_method="gl_compatibility" renderer/rendering_method="forward_plus"
renderer/rendering_method.mobile="gl_compatibility" renderer/rendering_method.mobile="forward_plus"
environment/defaults/default_clear_color=Color(0.376471, 0.376471, 0.376471, 1) environment/defaults/default_clear_color=Color(0.376471, 0.376471, 0.376471, 1)

View File

@@ -48,6 +48,9 @@ func setvalues():
$experimentalMicLoudness/checkmark.button_pressed = Global.experimentalMicLoudness $experimentalMicLoudness/checkmark.button_pressed = Global.experimentalMicLoudness
# Initialize NDI settings
setup_ndi_settings()
func _on_color_picker_button_color_changed(color): func _on_color_picker_button_color_changed(color):
get_viewport().transparent_bg = false get_viewport().transparent_bg = false
RenderingServer.set_default_clear_color(color) RenderingServer.set_default_clear_color(color)
@@ -264,3 +267,45 @@ func _on_delete_9_pressed():
func _on_delete_10_pressed(): func _on_delete_10_pressed():
var label = $CostumeInputs/ScrollContainer/VBoxContainer/costumeButton10/Label var label = $CostumeInputs/ScrollContainer/VBoxContainer/costumeButton10/Label
deleteKey(label,10) deleteKey(label,10)
## NDI Output Settings Methods
func _on_ndi_enabled_check_toggled(toggled_on: bool):
# Enable/disable NDI streaming
if Global.main.ndi_output:
print("NDI streaming ", "enabled" if toggled_on else "disabled")
update_ndi_status()
func _on_ndi_source_name_text_changed(new_text: String):
# Update NDI source name
if Global.main.ndi_output:
Global.main.ndi_output.name = new_text
print("NDI source name changed to: ", new_text)
func _on_ndi_audio_check_toggled(toggled_on: bool):
# Enable/disable audio in NDI stream
if Global.main.ndi_output:
if toggled_on:
Global.main.ndi_output.audio_bus = StringName("Master")
else:
Global.main.ndi_output.audio_bus = StringName("")
print("NDI audio ", "enabled" if toggled_on else "disabled")
func _on_ndi_toggle_button_pressed():
# Toggle NDI streaming on/off - NDI is always on when the node exists
print("NDI toggle pressed - NDI is active when node exists")
update_ndi_status()
func update_ndi_status():
# Update the status label and button text
if Global.main.ndi_output:
$NDIOutput/StatusLabel.text = "Status: Active (NDI Source: " + Global.main.ndi_output.name + ")"
$NDIOutput/toggleButton.text = "NDI Active"
$NDIOutput/ndiEnabledCheck.button_pressed = true
func setup_ndi_settings():
# Initialize NDI settings UI with current values
if Global.main.ndi_output:
$NDIOutput/ndiSourceName.text = Global.main.ndi_output.name
$NDIOutput/ndiAudioCheck.button_pressed = (Global.main.ndi_output.audio_bus != StringName(""))
update_ndi_status()

View File

@@ -14335,8 +14335,68 @@ offset_right = 154.0
offset_bottom = 25.0 offset_bottom = 25.0
metadata/_edit_use_anchors_ = true metadata/_edit_use_anchors_ = true
[node name="NDIOutput" type="Node2D" parent="."]
position = Vector2(16, 433)
[node name="Label" type="Label" parent="NDIOutput"]
offset_right = 138.0
offset_bottom = 34.0
text = "NDI streaming"
metadata/_edit_use_anchors_ = true
[node name="ndiEnabledCheck" type="CheckBox" parent="NDIOutput"]
offset_left = 130.0
offset_top = 1.0
offset_right = 154.0
offset_bottom = 25.0
metadata/_edit_use_anchors_ = true
[node name="SourceNameLabel" type="Label" parent="NDIOutput"]
offset_top = 32.0
offset_right = 100.0
offset_bottom = 50.0
text = "source name:"
metadata/_edit_use_anchors_ = true
[node name="ndiSourceName" type="LineEdit" parent="NDIOutput"]
offset_left = 105.0
offset_top = 30.0
offset_right = 250.0
offset_bottom = 52.0
text = "PNGTuber-Plus"
metadata/_edit_use_anchors_ = true
[node name="AudioLabel" type="Label" parent="NDIOutput"]
offset_top = 60.0
offset_right = 100.0
offset_bottom = 78.0
text = "include audio:"
metadata/_edit_use_anchors_ = true
[node name="ndiAudioCheck" type="CheckBox" parent="NDIOutput"]
offset_left = 130.0
offset_top = 58.0
offset_right = 154.0
offset_bottom = 82.0
metadata/_edit_use_anchors_ = true
[node name="StatusLabel" type="Label" parent="NDIOutput"]
offset_top = 88.0
offset_right = 200.0
offset_bottom = 106.0
text = "Status: Not streaming"
metadata/_edit_use_anchors_ = true
[node name="toggleButton" type="Button" parent="NDIOutput"]
offset_left = 260.0
offset_top = 85.0
offset_right = 340.0
offset_bottom = 110.0
text = "Start NDI"
metadata/_edit_use_anchors_ = true
[node name="bounceOnCostume" type="Node2D" parent="."] [node name="bounceOnCostume" type="Node2D" parent="."]
position = Vector2(17, 305) position = Vector2(17, 565)
[node name="Label" type="Label" parent="bounceOnCostume"] [node name="Label" type="Label" parent="bounceOnCostume"]
offset_right = 138.0 offset_right = 138.0
@@ -14935,3 +14995,7 @@ metadata/_edit_use_anchors_ = true
[connection signal="pressed" from="CostumeInputs/ScrollContainer/VBoxContainer/costumeButton10/delete10" to="." method="_on_delete_10_pressed"] [connection signal="pressed" from="CostumeInputs/ScrollContainer/VBoxContainer/costumeButton10/delete10" to="." method="_on_delete_10_pressed"]
[connection signal="value_changed" from="BlinkSpeed/blinkSpeed" to="." method="_on_blink_speed_value_changed"] [connection signal="value_changed" from="BlinkSpeed/blinkSpeed" to="." method="_on_blink_speed_value_changed"]
[connection signal="value_changed" from="BlinkChance/blinkChance" to="." method="_on_blink_chance_value_changed"] [connection signal="value_changed" from="BlinkChance/blinkChance" to="." method="_on_blink_chance_value_changed"]
[connection signal="toggled" from="NDIOutput/ndiEnabledCheck" to="." method="_on_ndi_enabled_check_toggled"]
[connection signal="text_changed" from="NDIOutput/ndiSourceName" to="." method="_on_ndi_source_name_text_changed"]
[connection signal="toggled" from="NDIOutput/ndiAudioCheck" to="." method="_on_ndi_audio_check_toggled"]
[connection signal="pressed" from="NDIOutput/toggleButton" to="." method="_on_ndi_toggle_button_pressed"]