Install
openclaw skills install vvvv-channelsHelps work with vvvv gamma's Channel system from C# — IChannelHub, public channels, [CanBePublished] attributes, hierarchical data propagation, channel subsc...
openclaw skills install vvvv-channelsChannels are named, typed, observable value containers — the central reactive data flow mechanism in vvvv gamma. Any code (patches, C# nodes, external bindings) can read and write channels by their string path.
Key properties:
Public channels are channels registered in the app-wide channel hub — accessible by any code via string path lookup.
VL.Core.Reactive)using VL.Core.Reactive;
// Get the app-wide channel hub (singleton)
var hub = IChannelHub.HubForApp;
// Safe lookup — returns null if channel doesn't exist yet
IChannel<object>? ch = hub.TryGetChannel("MyApp.Settings.Volume");
// Read the current value
object? value = ch.Object;
// Write a new value (fires all subscribers)
ch.Object = newValue;
CRITICAL: NEVER use hub.TryAddChannel() — it creates channels with null values, which causes NullReferenceException in vvvv's SubChannelsBinding.EnsureMutatingPropertiesAreReflectedInChannels. The SubChannel system tries to walk properties of the null value and crashes. Always use TryGetChannel (lookup only).
For vvvv to expose .NET type properties as public channels, the type must be decorated with [CanBePublished(true)] from VL.Core.EditorAttributes.
using VL.Core.EditorAttributes;
// All public properties become channels when this type is published
[CanBePublished(true)]
public class MyModel
{
// Standard .NET types work directly — float, bool, string, Vector3, etc.
public float Volume { get; set; } = 0.5f;
public bool Muted { get; set; } = false;
public string Label { get; set; } = "Default";
// Hidden from the channel system entirely
[CanBePublished(false)]
public string InternalId { get; } = Guid.NewGuid().ToString();
}
Rules:
[CanBePublished(true)] on a class/struct → all properties are published as channels[CanBePublished(false)] on an individual property → hides it from the channel systemVL.Core version 2025.7.1-0163+Channels use dot-separated hierarchical paths. Spread elements use bracket notation:
Root.Page.Zone.Group.Parameter — leaf parameter
Root.Page.Zone — hierarchy node (model object)
Root.Page.Items[0].PropertyName — spread element sub-channel
Root.Page.Items[2].DeleteInstance — indexed bang channel
Sub-channels are created automatically by vvvv's SubChannel system when a type with [CanBePublished(true)] is published. You don't create them manually.
Use const string path constants to avoid typos:
public static class ChannelPaths
{
public const string Volume = "Settings.Audio.Volume";
public const string Brightness = "App.Scene.Display.Brightness";
}
Channels may not exist when your node starts — vvvv publishes them after model initialization. You must retry each frame until the channel appears:
[ProcessNode]
public class MyChannelReader : IDisposable
{
private IChannel<object>? _channel;
public void Update(out float value)
{
// Retry until channel exists
if (_channel == null)
{
var hub = IChannelHub.HubForApp;
if (hub != null)
_channel = hub.TryGetChannel("Settings.Audio.Volume");
}
// Read value (with safe cast)
value = _channel?.Object is float f ? f : 0f;
}
public void Dispose() { _channel = null; }
}
Once bound, the cached reference is valid for the node's lifetime — no need to re-lookup.
A helper class that encapsulates the retry-bind + optional subscription pattern. Reusable in any project:
public class PublicChannelHelper : IDisposable
{
private IChannel<object>? _channel;
private IDisposable? _subscription;
private readonly Action<object?>? _onNext;
public PublicChannelHelper(Action<object?>? onNext = null)
{
_onNext = onNext;
}
public IChannel<object>? Channel => _channel;
public bool IsBound => _channel != null;
public bool TryBind(IChannelHub hub, string path)
{
if (_channel != null) return true;
var ch = hub.TryGetChannel(path);
if (ch == null) return false;
_channel = ch;
if (_onNext != null)
_subscription = ch.Subscribe(new CallbackObserver(_onNext));
return true;
}
public void Dispose()
{
_subscription?.Dispose();
_subscription = null;
_channel = null;
}
private sealed class CallbackObserver : IObserver<object?>
{
private readonly Action<object?> _onNext;
public CallbackObserver(Action<object?> onNext) => _onNext = onNext;
public void OnNext(object? value) => _onNext(value);
public void OnError(Exception error) { }
public void OnCompleted() { }
}
}
Usage in a ProcessNode:
[ProcessNode]
public class VolumeReader : IDisposable
{
private readonly PublicChannelHelper _ch = new();
public void Update(out float value, out IChannel<object>? channel)
{
if (!_ch.IsBound)
{
var hub = IChannelHub.HubForApp;
if (hub != null) _ch.TryBind(hub, "Settings.Audio.Volume");
}
value = _ch.Channel?.Object is float f ? f : 0f;
channel = _ch.Channel;
}
public void Dispose() => _ch.Dispose();
}
Three patterns for ProcessNodes that wrap channel access:
[ProcessNode]
public class Camera : IDisposable
{
private readonly PublicChannelHelper _ch = new();
public void Update(out CameraSettings? value, out IChannel<object>? channel)
{
if (!_ch.IsBound)
{
var hub = IChannelHub.HubForApp;
if (hub != null) _ch.TryBind(hub, "App.Scene.Camera");
}
value = _ch.Channel?.Object as CameraSettings;
channel = _ch.Channel;
}
public void Dispose() => _ch.Dispose();
}
Same pattern as hierarchy node, but the output type is a standard leaf value like float, bool, or string.
int index)[ProcessNode]
public class SceneItemAccessor : IDisposable
{
private PublicChannelHelper _ch = new();
private int _boundIndex = -1;
public void Update(out SceneItem? value, out IChannel<object>? channel, int index = 0)
{
// Rebind when index changes
if (index != _boundIndex)
{
_ch.Dispose();
_ch = new();
_boundIndex = index;
}
if (!_ch.IsBound)
{
var hub = IChannelHub.HubForApp;
if (hub != null) _ch.TryBind(hub, $"App.Effects[{index}]");
}
value = _ch.Channel?.Object as SceneItem;
channel = _ch.Channel;
}
public void Dispose() => _ch.Dispose();
}
Subscribe to channel value changes using the standard IObservable pattern:
IChannel<object>? ch = hub.TryGetChannel("Settings.Audio.Volume");
if (ch != null)
{
IDisposable subscription = ch.Subscribe(new CallbackObserver(value =>
{
// Called whenever the channel value changes
if (value is float f)
ApplyVolume(f);
}));
// ALWAYS dispose when done (in node's Dispose method)
}
For trigger/event properties (delete, insert, move operations), use System.Reactive.Unit — NOT float:
using System.Reactive;
[CanBePublished(true)]
public class MyInstance
{
public Unit DeleteInstance { get; set; } // Bang channel
public Unit InsertAfterInstance { get; set; } // Bang channel
}
The event IS the bang — the value is irrelevant. Subscribe and act on the callback:
var ch = hub.TryGetChannel("Project.Items[0].DeleteInstance");
ch?.Subscribe(new BangObserver(() =>
{
// Triggered when the bang fires — queue the action
_pendingDeletions.Add(0);
}));
Unit channels show as "Unit" type in vvvv's node browser, not "Float".
vvvv's channel system automatically propagates changes through the hierarchy:
This enables efficient bulk operations:
// Save: read the root channel → serialize the entire hierarchy
var model = rootChannel.Object as AppModel;
string json = JsonSerializer.Serialize(model);
// Load: deserialize → write to root channel → ALL children update
var loaded = JsonSerializer.Deserialize<AppModel>(json);
rootChannel.Object = loaded; // Every sub-channel updates automatically
When a Spread<T> property is published (where T has [CanBePublished(true)]), vvvv automatically creates sub-channels for each element:
Project.Items → Spread<ItemModel>
Project.Items[0] → ItemModel (auto-created)
Project.Items[0].Name → string (auto-created)
Project.Items[1].Name → string (auto-created)
Setting the spread channel propagates to all sub-channels automatically. No need to update individual sub-channels.
When modifying a spread (add/remove/reorder elements):
// Build new spread
var newSpread = modifiedList.ToArray().AsSpreadUnsafe();
// Set on spread channel — sub-channels update automatically
spreadChannel.Object = newSpread;
Warning: Spread.AsSpreadUnsafe(array) wraps without copying — the array must NOT be mutated after.
Feedback loop prevention: When writing to a channel you're also subscribed to, use a suppression flag:
_suppressCallback = true;
_channel.Object = newValue;
_suppressCallback = false;
// In the subscription callback:
void OnChanged(object? value)
{
if (_suppressCallback) return;
// Process the change...
}
TryAddChannel — only use TryGetChannel (lookup-only)[CanBePublished(true)] required on .NET types for channel publicationDispose() methodSystem.Reactive.Unit for bangs — not float or boolSpread.AsSpreadUnsafe — array must not be mutated after wrappingFor code examples, see examples.md.