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@ivan866 c# dll (assembly) and C++ dll are different things....
@Obsurveyor if you read strings with NetDataReader you should write them with NetDataWriter
@Obsurveyor try change firewall settings (it often blocks modern unity in windows by default)
@Obsurveyor it must work on stable version too. (don't switch if you don't need)
@Obsurveyor simplified broadcast in master :)
To use broadcast - use SendDiscoveryRequest (and enable DiscoveryEnabled on receiving side in NetManager)
And receive it in...
@CallMeSpam there is no deep documentation (except XML comments to almost all methods) You can join discord and ask any questions :)
LiteNetLib 0.8.3 stable release :)
(differences from 0.7.7.3)
@Serinx LiteNetLib actually not client/server. You can use it as client/server but this is P2P (no diferrence in LiteNet)
You can use Unconnected Messages for this. They very simple in structure - first byte = 11 other bytes - user data.
If you need just connection - you can implement part of library in C++ (not hardest thing). But if you need reliable channel you will need to...
0.8 beta release
Added new NetPacketProcessor for easy serializer usage
Added discord chat: https://discord.gg/FATFPdy
@hungrybelome please use source code for iOS and android. There is some #ifdefs for specific unity3d bugs.
@hungrybelome looks like specific unity3d bugs. I can recheck android version (tell me unity3d version because there can be differences). But for...
@Schiva you can set this flag in player settings)
@Schiva and what you get in log files (both on client and server)?
@Schiva show full source code of your test client and test server.
I tested in some project on playstation 4 and it works. But as i know (about xbox and possibly playstation) there some security rules for...