Unity Socket



Unity

How to use

Hi, above was the question how to kill the thread. The comment that only the connection is closed is right. The thread still is alive. In a unity build it is not the problem because when closing the exe the thread is destroyed. Directly to the socket. Fabricate the socket as usual. Mark the position of the valve onto the socket. Using an 8.5mm (5/16“) drill bit, make a hole perpendicular to the socket wall. Tap the hole using M10x1.5 tap. Prior to shortening the threads, make sure that the inner housing has been separated from the outer housing.

  • Hi Socket Unity by hiramtan - 8. It is a lightweight socket solution for unity3d. Unknown Version Unknown License Updated 2 years ago Created on June.
  • You can declare socket and other networkstream objects as public then initialize them in a thread function. Unity does not work well with while loops in Threads and may freeze sometimes, but you can fix that by adding System.Threading.Thread.Sleep (1); in your while loop where you are reading or waiting for data to arrive from socket.
  • Unity udp dgram socket not working on hololens. Ask Question Asked 29 days ago. Active 29 days ago. Viewed 33 times 0. I tried to connect between hololens and python server. So I used dgram socket but this is not working on hololens. This is my code sample. Hololens client.

You can download unity package from here:

Features

  • Support Tcp socket
  • Support Udp socket
  • Scalable byte Array
  • High-performance byte block buffer
  • Message registration and call back
  • Support byte message
  • Support protobuf message
  • AES encryption

Unity Socket Lib

Details

  • Tcp and Udp are all use async connection in main thread(avoid thread blocking).
  • There are send thread and receive thread in background to process bytes(high-performance).
  • The API for ueser to send and receive message is in main thread(so that you can operate unity’s component).
  • You can get current connect state by adding listener of state event.
  • You can receive message by adding listener of receive event.
  • There is a bytes array queue, can use for debugging or resend message.
  • High-performance buffer avoid memory allocation every time, and reduce garbage collection.
  • If you use Tcp socket, you should implement IPackage interface to pack or unpack message.
  • There is ping logic, but because of the bug of mono, it will throw an error on .net2.0(.net 4.6 will be fine, also you can use unity’s api to get ping time, project contain some example logic)

Details

  • Tcp

    • Tcp connection
      Because Tcp is a a stream of bytes protocol, user should split the bytes to get correct message package. when create a tcp socket channel there must be a package instance to pack and unpack message.

    • Connect

    • DisconnectYou shold initiative use API to disconnect to server when application quit(for example there is a unity’s API onapplicationquit)

    • Connection’s state changeIf you want to know current socket channel’s state, you can regist state event.

    • Send message

    • Receive messageYou can regist receiveevent and when message come from server, this event will be fire.

    • Pack and Unpack messageIn the beginning we define a packager to split bytes, when send message we add length in the head of every message and when receive message we use this length to get how long our message is.

  • Udp

    • Udp connectionIf use Udp connection shold define send and receive’s buffer size.
  • PingBecause there is a bug with mono on .net 2.0 and subset, you can use logic as below.

  • Message Register

  • Protobuf

  • Bytes message

  • Encription

Tcp Example

Tcp provides reliable, ordered, and error-checked delivery of a stream of bytes. you have to split bytes by yourself, in this framework you can implement IPackage interface to achieve this.

Udp Example

Udp provides checksums for data integrity, and port numbers for addressing different functions at the source and destination of the datagram. that means you don’t know current connect state, but package is integrated.

Message Registration Example

support: hiramtan@live.com

Unity Sockets

MIT License

Copyright © [2017] [Hiram]

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.

Like many homes, my kids and I enjoy playing video games together. At this stage of life, my kids especially playing games like Minecraft or Roblox. As I continue to explore the Unity ecosystem, I decided to look into using NodeJs to implement a playground for my kids in a Unity game. In this post, I’ll outline the major ideas I used to create my prototype. In the future, hope this prototype evolves into a multiplayer tank shooter game.

Interactor

This blog post will assume a working knowledge of Unity. To start things off, I installed the following tools from the Unity Asset store. If you’re interested in getting started with Unity, check out their learning materials here.

https://assetstore.unity.com/packages/tools/network/socket-io-for-unity-21721(by Fabio Panettieri)
https://assetstore.unity.com/packages/tools/input-management/json-net-for-unity-11347
(from Parent Element LLC)

The SocketIO asset includes a sample scene outlining the common setup.

If you’re interested in inspecting a finished sample, please visit the following GitHub link.
https://github.com/michaelprosario/tanks

I did test this SocketIO in an Android mobile environment too. Unfortunately, it didn’t work well. These patterns seem to work fine with Unity desktop experiences. There may be additional edits I need to do to get it working.

While learning this pairing of Unity 3D and SocketIO, I found the following video series very helpful too. Thank you Adam Carnagey!

To build our prototype, let’s kick things off by building our server. This server will leverage NodeJs. In your server working directory, create a package.json like the following:

Next, let’s implement our tank-server.js. This code will instantiate a server using web sockets at port 4567.

Implementing the Unity client controller

In your Unity solution, you will go through a process of creating a scene and defining your environment. In this section, we’ll outline the major parts of implementing the socket io prefab and the controller script.

Unity 3d networking
  1. Like any game experience, we start with creating a new unity project, adding a scene, making a terrain, and player objects.
  2. Install the Unity SocketIO package from the asset store. https://assetstore.unity.com/packages/tools/network/socket-io-for-unity-21721

  3. After the package installs, inspect the README.txt and sample scene to get a feel of how you layout your scene and configure the references to your server. I recommend that you layout your scene in a similar fashion.

  4. For my solution, I started by crafting a few command and query objects to communicate state changes of my players to the server. Cisco anyconnect latest. We’ll also review response objects to receive data from the server.

In this interface, we model some of the key operations of our scene. In your implementation of the scene, you will need to provide concrete implementations of these operations. You can see my simple implementation here:
https://github.com/michaelprosario/tanks/blob/master/Assets/Scenes/SceneOneView.cs

Unity

At this point, we’re ready to talk through the main socket controller script. I’m only going to highlight the key themes of the script. You can inspect the whole body of the script here. https://github.com/michaelprosario/tanks/blob/master/Assets/Scenes/SceneOneSocketController.cs

This controller depends upon the socketIO and a reference to the current player. The controller keeps a reference to the view interface so that messages from the server can be routed to scene actions.

When we start the controller, we give our player an identity. Next, we resolve the references for the view and the socket IO component. Finally, we connect various socket events to handlers. We also let the server know that a new player started.

The following methods enable us to send commands and query requests to the server.

To announce a new player, we leverage the following method.

As we move around, we let the server know how we’re moving. My gut says that I need to find a more optimal way to communicate this kind of state. I think it will work fine for a small number of players on a local network.

The following handlers map responses from the socket server to view actions.

Hope this post gives you a general overview of how to start a multi-player Unity scene using NodeJS and SocketIO. We love to hear from our readers. Please share a comment and let us know what you’re building!

Gemini