Integration SuperSocket.ClientEngine to Unity3D.
Make some samples.
Passed on Unity3D 5.4.2f2
- ProtoBase - SuperSocket.ProtoBase v1.7.0.15
Commit:5fcc925ca72b67a528ad1fd72611f9c37effb214 - ClientEngine - SuperSocket.ClientEngine v0.8.10
Commit: d16adc1779c079589346363f9ce596ca973e706c - crypto - The Bouncy Castle C# Cryptographic
Commit: 44c1a7c05913560362d3d241dbd0bc58a5b6dbac
- Checkout the repository.
- Copy directory "SuperSocket" to Unity3D "Assets" directory.
- Add "NO_SPINWAIT_CLASSS" to scripting defines symbols in PlayerSettings, for Unity3D dose not support C# 6 features.
- In SuperSocketClientTest.cs , modify the target address to your own server address
mClient.BeginConnect(new DnsEndPoint("172.17.99.3", 10009));- Create a new scene, and a GameObject with component "SuperSocketClientTest" attached.
- Run, there will be a Button on the top-left of the screen, press to test TCP/IP connection.
- In this case, a FixedHeaderReceiveFilter was defined. The first 4 bytes in binary steam indicate the length of the whole data package.