Device Commands
After connecting, use the Device object to collect live data, synchronize stored data, and configure the device. Its high-level methods handle firmware and communication details for you.
How SDK commands work
The Device object represents one active connection. When you call a high-level method, the SDK:
- selects the command format supported by the connected firmware,
- sends commands in order,
- interprets the device response,
- reports data, synchronization states, and errors through the appropriate callbacks.
Await an asynchronous command before starting an operation that depends on it. The SDK keeps the connection state required by methods such as stopSynchronization() / stop_synchronization(), so your application does not need to manage device processes or command identifiers. This state is cleared when the device disconnects.
Available methods
Use these methods instead of raw shell commands whenever possible:
| Operation | What it controls |
|---|---|
collect(...) | Starts or reconfigures live streaming and chooses what the device records after disconnecting. See Data Types and Events. In Unity, use SetCollectSignals(...) and StartCollectAllAsync(). |
stopCollect() / stop_collect() | Stops live streaming without changing offline storage settings or deleting stored data. |
startSynchronization() / start_synchronization() | Starts transferring historical data from internal memory. See Reading Data from Internal Memory. |
stopSynchronization() / stop_synchronization() | Stops historical data transfer. Live collection continues. |
clearSynchronization() / clear_synchronization() | Deletes historical data stored in internal memory. |
setTime(...) / set_time(...) | Sets the device clock from a Unix timestamp in seconds. |
Additional configuration
To change settings such as LED brightness or ECG sampling frequency, see Configuration.