Search Unity

  1. Good news ✨ We have more Unite Now videos available for you to watch on-demand! Come check them out and ask our experts any questions!
    Dismiss Notice

[Released 2.4.4] MNF : Mobile & Network & Framework

Discussion in 'Assets and Asset Store' started by MNF_Devloper, Feb 11, 2016.

  1. MNF_Devloper

    MNF_Devloper

    Joined:
    Dec 22, 2015
    Posts:
    145
    Hello,

    I have completed the screen capture you requested.
    The following example captures the server's screen and shares it with the client.
    This is a server / client model based on TCP.


    Thank you very much for asking for a good example.
    The app has not yet been updated in the Asset Store.
    It will be applied to 2.2.1.

    Have a good day :D
     
    LostPanda likes this.
  2. Relinq

    Relinq

    Joined:
    Feb 8, 2017
    Posts:
    10
    Thank you dev! that's very kind of you to respond to your customer's requests. The problem regarding the udp client was working there was just a problem on my side. Btw, when will you release the 2.2.1? I don't mind repurchasing. I'm eager to get the new example as soon as possible :D Hope you can implement the audio capture too, soon.
     
    MNF_Devloper likes this.
  3. MNF_Devloper

    MNF_Devloper

    Joined:
    Dec 22, 2015
    Posts:
    145
    Hi, Relinq,

    MNF 2.2.1 has been updated.
    Update your assets and look at scene 8.
    If you have any questions, please feel free to tell us anytime.

    Have a good day :D
     
  4. Relinq

    Relinq

    Joined:
    Feb 8, 2017
    Posts:
    10
    Hello Dev,

    Thanks for releasing the new version. I encountered a problem when I try the screen share the PC acts as a server and android is the client works fine but when I do the opposite Android as the server and PC as the client the PC only shows nothing(white) when I start the client.
     
    MNF_Devloper likes this.
  5. MNF_Devloper

    MNF_Devloper

    Joined:
    Dec 22, 2015
    Posts:
    145
    Hi, Relinq.

    I confirmed the phenomenon you were talking about.

    As a result, the maximum shareable data size in the ScreenShare protocol is 60kb. If the captured image on the mobile device exceeds 60kb, the packet transmission fails.

    The issue is expected to be solved by setting the size of the transmittable data to 100kb or more.
    I will edit it as soon as possible and then share it.

    And thanks very much for the good inspiration.
     
  6. MNF_Devloper

    MNF_Devloper

    Joined:
    Dec 22, 2015
    Posts:
    145
    Hi, Relinq.

    I'm sorry to keep you waiting.

    I thought I could simply increase the maximum message size.

    As a result of the modification, the maximum message size can be specified per session, which makes memory management more efficient than before.
    It's all thanks to your good ideas.

    The revised version will be applied to 2.2.2.
    The update may take some time, so I'll share it separately by email.

    Have a good day.
     
  7. Relinq

    Relinq

    Joined:
    Feb 8, 2017
    Posts:
    10
    Thanks Dev, I appreciate it :D
     
  8. waldgeist

    waldgeist

    Joined:
    May 6, 2017
    Posts:
    153
    Hi,

    is there a way to control the frequency of Lookaround?

    Background: I would like to send a UDP message every 1s until a first connect has happened. But after successful connect, I would like to increase the frequency to 5s to allow re-connects.
     
    MNF_Devloper likes this.
  9. silens

    silens

    Joined:
    Feb 9, 2014
    Posts:
    8
    Hello, I'm having a bit of a trouble. I'm just trying the chat and I can't start the server successfully. It breaks here : "TcpHelper.Instance.StartAccept<ChatServerSession, BinaryMessageDispatcher_ChatServer>() failed".

    It does work properly in the editor though. I start the server in the editor, the client with a build, and it works fine, but if I try to start the server in the build, that happens. Can you help me?
     
    MNF_Devloper likes this.
  10. MNF_Devloper

    MNF_Devloper

    Joined:
    Dec 22, 2015
    Posts:
    145
    Hello. Sorry for the late reply.

    I made all the functions you want.
    The code will send you an email.
     
  11. MNF_Devloper

    MNF_Devloper

    Joined:
    Dec 22, 2015
    Posts:
    145
    Hi, silens.

    I'm sorry to be late for your reply.

    There is a suspicion, but I think you and skype, teamviewer need to connect to your computer and fix the problem to find a more accurate cause. Are you okay?
     
  12. MNF_Devloper

    MNF_Devloper

    Joined:
    Dec 22, 2015
    Posts:
    145
    Hi, arcadeindy.

    I have completed the DB Regist / Login operation.

    DB was using MySql, and testing was done on osx, iPhone.

    I will walk you through the test videos.


    The feature will be updated in the Asset store soon (Version 2.2.3).
    I'll let you know when it's updated.

    Sorry for the delay.

    Have a good day.
     
    LostPanda and arcadeindy like this.
  13. blacksun666

    blacksun666

    Joined:
    Dec 17, 2015
    Posts:
    192
    Hi, I'm looking for something that will let me communicate via udp from unity to a server written in golang. Do you have any source for a golang server that would be compatible with your product, failing that do you have documentation on protocol information that would allow a server to be written?
     
    MNF_Devloper likes this.
  14. arcadeindy

    arcadeindy

    Joined:
    Feb 4, 2013
    Posts:
    8
    Wow, Thank you very much for your support.
     
    MNF_Devloper likes this.
  15. MNF_Devloper

    MNF_Devloper

    Joined:
    Dec 22, 2015
    Posts:
    145
    Hi, Thank you for your interest in MNF.

    The MNF itself includes a UDP module for its own functionality, but will change to use UDP provided by UNet.
    And I'm planning to write a server with Golang, but I have not done it yet, and the work will start next year.

    Unfortunately, MNF is not going to help you right now. I'm sorry I can not help you.

    Have a good day!
     
  16. MNF_Devloper

    MNF_Devloper

    Joined:
    Dec 22, 2015
    Posts:
    145
    Hi, If you want to work with DB rather than MySQL with SQLite, please refer to the link below.

    I applied to MNF and it works well.
    https://github.com/codecoding/SQLite4Unity3d
     
    arcadeindy likes this.
  17. Ismael_2017

    Ismael_2017

    Joined:
    May 22, 2017
    Posts:
    2
    Hi,
    I'm having a problem with the example provided in the asset.
    When I run the scene Basic_1_Server in the editor, then stop it, and then run it again, the entire Unity editor quits with an error related to too many threads.
    From the logs in the console I see that the method Release() is called.
    I'm using Unity 5.6.1f.

    What could it be?

    Thank you.
     
    MNF_Devloper likes this.
  18. MNF_Devloper

    MNF_Devloper

    Joined:
    Dec 22, 2015
    Posts:
    145
    Hi, Ismael_2017.

    Let me know if there is a problem with the example and I will fix it if I have a problem.
    Thanks.

    Have a good day :D
     
  19. MNF_Devloper

    MNF_Devloper

    Joined:
    Dec 22, 2015
    Posts:
    145
    Hi, I just tested Basic_1_Server, Basic_1_Client, and it works fine.
    The unity we tested is 2017.1.2f1.

    If you continue to have problems, please send me an email.
    Then I will help you with skype and teamviewer.

    I want you to be filled with good things.
     
  20. Ismael_2017

    Ismael_2017

    Joined:
    May 22, 2017
    Posts:
    2
    Hi, I updated to Unity 2017 and the problem is gone.
    Thank you for your support.
     
  21. CrandellWS

    CrandellWS

    Joined:
    Oct 31, 2015
    Posts:
    94
    Linux server on the table?
     
    MNF_Devloper likes this.
  22. MNF_Devloper

    MNF_Devloper

    Joined:
    Dec 22, 2015
    Posts:
    145
    Hi, Everyone.

    MNF has updated 2.2.4.
    Have a good day :D
     
    LostPanda likes this.
  23. MNF_Devloper

    MNF_Devloper

    Joined:
    Dec 22, 2015
    Posts:
    145
    Hi, CrandellWS.

    Yes, I set up the database by directly accessing the mysql installed on the Mac on the iPhone.

    Have a good day :D
     
    CrandellWS likes this.
  24. MNF_Devloper

    MNF_Devloper

    Joined:
    Dec 22, 2015
    Posts:
    145
    Hi, Everyone.

    MNF has updated 2.2.6.
    • Local Network P2P (UNet)
    Have a good day :D
     
    LostPanda likes this.
  25. Nedja

    Nedja

    Joined:
    Apr 1, 2014
    Posts:
    3
    Greetings.
    Does this plugin work on Hololens?
     
  26. pangsscn

    pangsscn

    Joined:
    Sep 11, 2017
    Posts:
    5
    Hi~
    I purchased this asset. And I have some questions.
    1. How check the Server and The Internet Status? I must support auto reconnect server in my client.
    2. I want a notice when internet/server cutdown in a short seconds (0-3 sec).
    2. when disconnect, I need know the socket code, like ServerRefuse, serverClose, Internet Offline.. etc.

    Thank you.
     
  27. pangsscn

    pangsscn

    Joined:
    Sep 11, 2017
    Posts:
    5
    And another problem...
    I send a message to client, and immediately close the client session.
    Now, The client received the msg, but because the session is closed, the msg can't be post to onPACK_XXX...
    Is it a bug?

    the client should receive the msg like 1.png:
    1.png is the right order:


    2.png is the wrong order and lost message.
     

    Attached Files:

    • 1.jpg
      1.jpg
      File size:
      110.3 KB
      Views:
      438
    • 2.jpg
      2.jpg
      File size:
      86.5 KB
      Views:
      452
    Last edited: Jan 10, 2018
  28. MNF_Devloper

    MNF_Devloper

    Joined:
    Dec 22, 2015
    Posts:
    145
    hi, I'm sorry for late reply.
    I will check your problem.

    ps. Could you use Teamviewer? and Skype? If you can these, I can help you more easy.

    Have a good day :)
     
    Last edited: Jan 10, 2018
  29. MNF_Devloper

    MNF_Devloper

    Joined:
    Dec 22, 2015
    Posts:
    145
    Hello,
    Sorry for the late reply.
    I have not tested it to work with Holoens.
    I do not know if I have to test it.
    I'm sorry I could not hear the good news.

    Have a good day :D
     
  30. MNF_Devloper

    MNF_Devloper

    Joined:
    Dec 22, 2015
    Posts:
    145
    1. The client periodically sends a Heartbeat packet to the server to verify that the connection with the server is valid.
    The code is in the MNF_EchoServer class.
    Code (CSharp):
    1. IEnumerator HeartBeat()
    2. {
    3.     while (isRunHeartBeat == true)
    4.     {
    5.         int binaryHeartBeatCount = 0;
    6.         int jsonHeartBeatCount = 0;
    7.         var clientSessionEnumerator = TcpHelper.Instance.GetClientSessionEnumerator();
    8.         while (clientSessionEnumerator.MoveNext())
    9.         {
    10.             var session = clientSessionEnumerator.Current.Value;
    11.             if (session.GetType() == typeof(EchoServerBinarySession))
    12.             {
    13.                 var message = new BinaryMessageDefine.PACK_SC_HEARTBEAT_REQ();
    14.                 message.tickCount = Environment.TickCount;
    15.                 session.AsyncSend((int)BinaryMessageDefine.ENUM_SC_.SC_HEARTBEAT_REQ, message);
    16.                 ++binaryHeartBeatCount;
    17.             }
    18.             else if (session.GetType() == typeof(EchoServerJsonSession))
    19.             {
    20.                 var message = new JsonMessageDefine.PACK_SC_JSON_HEARTBEAT_REQ();
    21.                 message.tickCount = Environment.TickCount;
    22.                 session.AsyncSend((int)JsonMessageDefine.ENUM_SC_.SC_JSON_HEARTBEAT_REQ, message);
    23.                 ++jsonHeartBeatCount;
    24.             }
    25.         }
    26.         LogManager.Instance.Write("HeartBeat sent Binary:{0}, Json:{1}", binaryHeartBeatCount, jsonHeartBeatCount);
    27.         yield return new WaitForSeconds(5.0f);
    28.     }
    29. }
    2. Do you want to use tcp protocol (server/client)? If you want to use tcp protcol (server/client), you have to check this code. (Chat Example)
    Code (CSharp):
    1. public class ChatClientSession : BinarySession
    2. {
    3.     ...
    4.  
    5.     public override int OnDisconnect()
    6.     {
    7.         LogManager.Instance.Write("onDisconnect : {0}:{1}", ToString(), GetType());
    8.         TcpHelper.Instance.RemoveClientSession(this);
    9.         return 0;
    10.     }
    11. }
     
  31. pangsscn

    pangsscn

    Joined:
    Sep 11, 2017
    Posts:
    5
    Hi, Thanks for your replay~
    To reappear the bug You just use client connect to server,
    and the server sent a msg to client and close the session.
    and then, the client console can print the every message.
    you can find the bug~
     
    MNF_Devloper likes this.
  32. pangsscn

    pangsscn

    Joined:
    Sep 11, 2017
    Posts:
    5
    I found the reason,

    Code (CSharp):
    1. if (session != null)
    2. {
    3.                     if (session.SessionType == SessionType.SESSION_TCP
    4.                         && session.IsConnected == false
    5.                         && message.MessageData != null)
    6.                     {
    7.                         //[COLOR=#ff4d4d]dispatchMessageQueue.getReadableQueue().Dequeue();[/COLOR]
    8.                         continue;
    9.                     }
    10.                 }
    the Red Color Code, when disconnect, it clear the queue....
    I don't know why do this ?
    Example, When a user login on a device, and another use this account login to server on another device, we should send a message and kick off (session.close) the first user..
    so we can't clear the queue...
     
    MNF_Devloper likes this.
  33. Sevas

    Sevas

    Joined:
    Oct 24, 2014
    Posts:
    2
    Hello, Im using your plugin to build an app where laptop user (Win/Mac) can create server in local network. Other users (Android) can connect to this server through wifi. Im using TCPHelper from your library to create server and connect to it. Im using Json to send data. Everything works fine in my environment (PC-win7 x64 or OS X - server, it has wired or wireless access to the internet, Android 4.4 - Android 5 - clients). But in another enviroment for whom im making this app, clients disconnect from server at random time (sometimes after 10 seconds of connection, sometimes after some mins). Problem environment - OS X laptop, wireless connection, clients - Android 4.4 & 5. So, the questions:
    1. What can I do to improve connection stability?
    2. Where can I set parameters for connection (something like networkDropThreshold in Unet), maybe i should configure something to improve stability?
     
    MNF_Devloper likes this.
  34. MNF_Devloper

    MNF_Devloper

    Joined:
    Dec 22, 2015
    Posts:
    145
    The code is intentional.
    I have reported that the packets in disconnected sessions are not being processed.
    Sorry for the late reply.
     
  35. MNF_Devloper

    MNF_Devloper

    Joined:
    Dec 22, 2015
    Posts:
    145
    Hello, Sevas.

    I will ask questions to pinpoint the problem.

    Below is your test environment I think. Am I right?
    1. Connection Good: PC (Server) <-> Android (Client)
    2. Random disconnect: Notebook / Labtop (Server) <-> Android (Client)

    And below is Answers to questions.
    1. In order to maintain the connection between the server and the client within Wi-Fi, you need to send and receive Heartbeat (Ping / Pong).

    2. There are no parameters to improve stability. Heartbeat (Ping / Pong) seems to be the best way.

    The Heartbeat (Ping / Pong) example can be found in the MNF_EchoServer class.

    Have a good day :D
     
  36. Sevas

    Sevas

    Joined:
    Oct 24, 2014
    Posts:
    2

    Hello, MNF_Devloper. Thanks for the answer.
    About testing enviromnent:
    1. Good connection everywhere I tested(maybe 1-2 disconnections within many testing iterations which is OK):
    - PC (server)(wired) <-> Android (Client), router1
    - PC (server)(wireless) <-> Android (Client), router1
    - PC (server)(wired) <-> Android (Client), router2
    - laptop (server)(wireless) <-> Android (Client), router3
    2. Random disconnect: Laptop (Server) (wireless) <-> Android (Client), router 4.


    OK, ill implement hearthbeat soon and see what will happen in the problem environment. But it is strange that without hearthbeat in my environment connection is ok. Can the problem be in router? maybe packet loss, but I have asked guy to ping from laptop to router and it shows no packet loss.

    Anyway, thank you.

    Best regards, Sevas
     
    MNF_Devloper likes this.
  37. MNF_Devloper

    MNF_Devloper

    Joined:
    Dec 22, 2015
    Posts:
    145
    Hello,

    Detailed test environment explanation Thank you.
    It seems to be environmental problem 4 of router.

    It seems to be related to router security issues, and the expected scenarios are as follows.

    1. If there is no session-to-session communication for a certain period of time, the router itself may be disconnected.
    2. Only the MAC address registered in the router can be communicated.
    3. The available port number on the router. And your app does not use the allowed port.

    There will be a few more but more details will need to be confirmed after adding the Heartbeat function.

    I hope to have good results.
     
  38. heroes1

    heroes1

    Joined:
    Nov 16, 2015
    Posts:
    17
    Hi,
    I have just purchased this asset and noticed there is no proper documentation on how to use it. Please share it if there is a tutorial on how to use it. Just by importing the asset, there are many errors "Assets/MNF/Script/Advanced/9_Login/DBDirector.cs(3,7): error CS0246: The type or namespace name `MySql' could not be found. Are you missing an assembly reference?" Should i need to download Mysql dll ? and where to get it?

    Thanks.
     
    MNF_Devloper likes this.
  39. heroes1

    heroes1

    Joined:
    Nov 16, 2015
    Posts:
    17
    Hi,
    After updating my unity, the error of missing assembly are fixed. However, a good tutorial is still needed on how to use this asset. Most of the coding is without proper comments. Please share tutorial especially for mysql.
    Thanks.
     
    MNF_Devloper likes this.
  40. MNF_Devloper

    MNF_Devloper

    Joined:
    Dec 22, 2015
    Posts:
    145
    Hi, I am glad that the mysql error has been resolved.
    I did not write the mysql user guide.
    I will soon share it with you.
    Sorry for the inconvenience.

    Have a good day.
     
  41. heroes1

    heroes1

    Joined:
    Nov 16, 2015
    Posts:
    17
    Hi MNF,

    Possible to know when will be the user guide be ready?
    At the meantime, can i know how to update the table in Mysql.

    Actually a simple guide on how to select, insert and update mysql will sufficient for my project.
    Thank
     
    Last edited: Mar 4, 2018
    MNF_Devloper likes this.
  42. MNF_Devloper

    MNF_Devloper

    Joined:
    Dec 22, 2015
    Posts:
    145
    Choosing and updating mysql is simple.
    I will share the guide document by tomorrow at the latest and share it.

    Have a good day :D
     
  43. heroes1

    heroes1

    Joined:
    Nov 16, 2015
    Posts:
    17
    Thanks.
     
  44. MNF_Devloper

    MNF_Devloper

    Joined:
    Dec 22, 2015
    Posts:
    145
    Hi, heroes1.

    MySQL installation and settings are omitted.
    (MNF handles database queries using the mysql connector c # and prepare statements)

    MNF creates a new thread to process the message and uses the message for inter-thread communication.
    In short, it is as follows.

    Logic Thread (Unity Main Thread) <-> DB Thread

    Use TcpHelper.Instance.RequestDBMessage () to send a message from a logic thread to DB Thread, and TcpHelper.Instance.RequestInterMessage () to send a message from a DB Thread to a logic thread.

    1. Selecting data from a table
    - MNF needs to create a new message to send queries to the database.

    2. Add a new type to enum DB_MESSAGE_TYPE (DB_MESSAGE_SELECT)
    [DBMessageDispatcher.cs]
    Code (CSharp):
    1.  
    2. enum DB_MESSAGE_TYPE
    3. {
    4.     DB_MESSAGE_REGIST,
    5.    DB_MESSAGE_LOGIN,
    6.    DB_MESSAGE_CUSTOM_QUERY,
    7.    DB_MESSAGE_INIT_DB,
    8.    DB_MESSAGE_SELECT,
    9. }
    10.  
    11.  
    And create a class to pass data to use in the where clause.
    [LoginMessage.cs]
    Code (CSharp):
    1.  
    2. public class DBSelect
    3. {
    4.     // request
    5.    public string ID {get; set; }
    6.    public string PWD {get; set; }
    7.  
    8.    // response
    9.    public int DB_IDX {get; set; }
    10. }
    11.  
    3. Register a select query in DBMessageDispatcher.InitDB () to process the added database message.
    [DBMessageDispatcher.cs]
    Code (CSharp):
    1.  
    2. bool InitDB()
    3. {
    4.     ...
    5.         // select
    6.         var selectCmd = DBDirector.Instance.createMySqlCommand(
    7.             "select idx from account where id=@id and pwd=@pwd");
    8.         selectCmd.Parameters.Add("id", MySqlDbType.VarChar);
    9.         selectCmd.Parameters.Add("pwd", MySqlDbType.VarChar);
    10.         commands.Add(DB_MESSAGE_TYPE.DB_MESSAGE_SELECT, selectCmd);
    11.     ...
    12. }
    13.  
    14.  
    4. Adding the onDB_MESSAGE_SELECT() function to the DBMessageDispatcher class.
    Code (CSharp):
    1.  
    2.     int onDB_MESSAGE_SELECT(CustomMessage dbMessage)
    3.  
    4.     {
    5.         var message = dbMessage.messageData as DBSelect;
    6.         if (message == null)
    7.             return -1;
    8.  
    9.         var cmd = commands[DB_MESSAGE_TYPE.DB_MESSAGE_SELECT];
    10.         try
    11.         {
    12.             // db query
    13.             cmd.Parameters[0].Value = message.ID;
    14.             cmd.Parameters[1].Value = message.PWD;
    15.  
    16.             // db response
    17.             using (var reader = cmd.ExecuteReader())
    18.             {
    19.                 if (reader.Read() == true)
    20.                 {
    21.                     message.DB_IDX = reader.GetInt32(0);
    22.                 }
    23.             }
    24.  
    25.             LogManager.Instance.Write("session:{0} login({1}:{2}:{3})", dbMessage.session, message.ID, message.PWD, message.DB_IDX);
    26.         }
    27.         catch (Exception e)
    28.         {
    29.             LogManager.Instance.WriteException(e, "Query failed : {0}", cmd.CommandText);
    30.         }
    31.  
    32.         TcpHelper.Instance.RequestInterMessage((int)INTER_MESSAGE_TYPE.INTER_MESSAGE_SELECT, dbMessage);
    33.  
    34.         return 0;
    35.     }
    5. Register the function to process the result of the database query. (INTER_MESSAGE_SELECT)
    [InterMessageDispatcher.cs]
    Code (CSharp):
    1.  
    2. public enum INTER_MESSAGE_TYPE
    3.  
    4. {
    5.     INTER_MESSAGE_REGIST,
    6.     INTER_MESSAGE_LOGIN,
    7.     INTER_MESSAGE_CUSTOM_QUERY,
    8.     INTER_MESSAGE_SELECT,
    9. }
    10.  
    Code (CSharp):
    1.  
    2. public class InterMessageDispatcher : CustomDispatchHelper<CustomMessage>
    3. {
    4.     ...
    5.     int onINTER_MESSAGE_SELECT(CustomMessage interMessage)
    6.     {
    7.         var message = interMessage.messageData as DBSelect;
    8.         if (message == null)
    9.             return -1;
    10.  
    11.         InputField queryResult = GameObject.FindWithTag("Tag_QueryResult").GetComponent<InputField>();
    12.         if (queryResult != null)
    13.         {
    14.             queryResult.text = string.Format("session : {0}, DB_IDX : {1}",
    15.                                              interMessage.session, message.DB_IDX);
    16.         }
    17.  
    18.         return 0;
    19.     }
    20. }
    Finally, you can refer to LoginServerButtonTrigger.cs for code that sends messages from the database threads to the logic threads.

    You can also use update as select.

    1. Adding a database message and an internal message
    2. Register function to process database message
    3. Register function to process internal message

    Finally, I will attach the above example to the file.

    I hope my explanation helps you.
    If you do not understand or understand a little, please feel free to talk to me at any time.

    Have a good day.
     

    Attached Files:

  45. joelbb

    joelbb

    Joined:
    Sep 25, 2015
    Posts:
    1
    Hi, I've seen that there is 2 AudioCapture scripts, do you plan to do some sort of Voice Sharing too?
     
    MNF_Devloper likes this.
  46. MNF_Devloper

    MNF_Devloper

    Joined:
    Dec 22, 2015
    Posts:
    145
    Hello, joelbb.
    I am sorry to be late for an answer because I am going on vacation.
    Sound sharing is still in trouble.
    Even if it is an R & D stage, it can take considerable time.

    Have a good time.
     
  47. heroes1

    heroes1

    Joined:
    Nov 16, 2015
    Posts:
    17
    Hi, Thanks for your for explaining the detail. However, I still having a hard time to understand as I'm very noob :p.

    Possible to make it more to Object-oriented programming?
    All I need is each Pc or android phone to connect to Mysql server (from Local Lan).
    Then, a simple input text field for me to write the query for update, select, insert, delete.

    Thanks.
     
    MNF_Devloper likes this.
  48. MNF_Devloper

    MNF_Devloper

    Joined:
    Dec 22, 2015
    Posts:
    145
    Hi, heroes1.

    I'm sorry I did not help you.
    I will be more object oriented and update it as soon as possible.

    And there are some questions.

    I wonder how far you have worked through MNF.

    MySQL installation / MySQL connection via MNF and so on.

    Have a good day :D
     
  49. heroes1

    heroes1

    Joined:
    Nov 16, 2015
    Posts:
    17
    Hi,
    I have installed mysql and also connected via MNF (the tutorial login is working well). My problem is how to implement your MNF to my project. As all the coding is without proper comments. Might took me awhile to understand. Hope can hear your update asap. My project has been pending for quite a while. Thanks.
     
    MNF_Devloper likes this.
  50. Skatola

    Skatola

    Joined:
    Jan 17, 2013
    Posts:
    45
    Hello, we're interested in this plugin for our project, but we don't really know if can help us for what we want to do : )
    we need a plug-in which allows us to create a P2P chat without a server, is this possible with your plugin? If this is possible can you provide an example? thanks : D
     
    MNF_Devloper likes this.
unityunity