|
Hi I recently discovered Unity and it seems pretty cool. I was wondering if there was any chance to add functionalities to a unity project through a 3rd party application. For instance, should I have an hardware that produces data, or should I want to deal with an advanced database system within my game, is there an option to develop an asset (or I don t know what) in order to have my unity application interacting with the program or server I would have created myself (if yes, are there any computer language limitations? can I use Java for my own application for instance?) Thanks Manu
(comments are locked)
|
|
.NET Sockets are mostly just TCP/IP Sockets, nothing unusual. .NET also has a set of classes such as TCPClient and TCPListener (for building a server), that contain a Socket, and supply additional functionality - and are easier to use than straight Sockets. I have started playing with networking, and written a TCP script, which I attached to a GUI script. The GUI script has a Text Box and a Send Button, which sends the contents of the Text box via the WriteSocket() function I wrote. In the GUI script, there is also a function that reads (once a second) the ReadSocket() function for incoming data. If it gets data, it then displays it in a second Text box. The server part of my test software isn't .NET, I wrote a Python/Twisted-based server. Doesn't do much, basically echoes lines back. But, this is a working example of creating a TCP client in Unity A list of the C# TCP code I wrote, in a file called 's_TCP.cs', is:
Hope that helps. This is cool. Other posts I've seen say that this type of stuff won't really work unless you do a bunch of thread stuff. Does you code 'just work' or should it really involve threading?
Apr 01 '11 at 07:14 AM
DaveA
@DaveA, yes, that code works as-is, no threading required or anything else (just attach it to an Object). Sockets are a built-in part of .Net/Mono, which is included with Unity.
Apr 01 '11 at 01:14 PM
Cyclops
It's great. Thanks. But I'm having the compilation error on the line of using http://System.IO; in my C# source. It seems to me "//" was interpreted by the unity C# compiler as the beginning of comment. Can you please shed some light on that?
Jul 03 '12 at 03:06 PM
FingerFighter
(comments are locked)
|
|
You can use standard .net sockets to communicate with any other socket-based application. You also have access to most of the .net 2.0 API, and with unity pro, you can write c++ DLLs for your project. So, there are many ways for your projects to interact with 3rd party applications. You can't use java directly with the Unity engine, although there's nothing stopping you from communicating with Java applications. One common example of this is Unity clients communicating with Smartfox Server (a socket-based multiuser server application written in Java)
(comments are locked)
|
|
Great. that s what I was expecting :). Any chance to find a code example of .NET socket (I m not yet familiar with the .NET paradigm) working with a unity App, especially a C# example? Technically speaking, How will I contact external socket from a unity app... Don't think I have to do that from a script??? Thanks again for the quick help. Please don't post comments as answers.
Apr 19 '10 at 04:49 AM
Eric5h5
Follow the first link in my answer for lots of socket example code.
Apr 20 '10 at 09:46 AM
duck ♦♦
(comments are locked)
|
