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Is it possible to create and to detect LAN servers avoiding MasterServer? Quake uses broadcast pings to detect servers. I mean, client sends broadcast request (to the whole LAN) and a server (if exists) responds to the client. So they find each other. Is it possible to use this scheme in Unity? Thank you.
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You could probably implement that using standard .NET features from the System.Net.Socket namespace and System.Net.NetworkInformation namespace. Is this possible with Iphone 3G? There's an example on the unity page (http://download.unity3d.com/support/resources/files/MultiplayerTutorial.pdf) but it seem's it's outdated, at least I can' get it to work.
Mar 24 '11 at 07:14 PM
Mostley
It should be but I haven't tried it, yet.
Mar 25 '11 at 10:30 PM
jashan
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Use .Net Socket. Create two Udpclient with two ports, one for listening and one for sending. The Udpclient for sending should connect to 255.255.255.255 when broadcasting. However in this way u can only broadcast messages in the same network segment, (eg. if your ip is 192.168.1.#, u can't broadcast message to 192.168.0.# in this way). I haven't figure it out how to broadcast msg across routers. Anyway it's pretty simple, because basicly u just need to broadcast your ipAddress to others, and once you got the host's ip you can use Unity's Network to do the rest of things
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