Connection

Getting live data into the scene

What the plugin does between your devices and your level, and what it does when the network is not there.

ProtocolSTOMP 1.2 over SockJS/WebSocket. The plugin subscribes to the device streams your project has access to.
Sign-inEmail and password from the plugin panel. The session holds a bearer token and refreshes it. API-key access is planned.
Keeping the link upOutbound heartbeats every 10 seconds and automatic reconnection. Transient protocol errors retry on their own rather than tearing down the whole connection.
Many devicesSubscriptions are staggered, so a scene covering a large site does not open every stream at once.
Local cacheReadings persist to SQLite inside the project, so a level keeps its data across sessions. Account credentials sit in a separate secure store.

Three ways to feed a scene

The same interface backs all three, so a level built against one works against the others without changes.

Live

Streams from Twinise Cloud as readings arrive.

Offline

Full behaviour with no network at all — for air-gapped sites and development.

Replay

Plays back recorded data, so a demo runs the same way every time.

The plugin targets Unreal Engine 5.5 and is not published on Fab yet. We deploy it directly for client projects — get in touch if you want it on yours.