What is the purpose of the broadcast data sent/received from NetworkDiscovery?
I'm using the NetworkDiscovery component to implement a Local WIFI PvP game. I'm having issues trying to setup the discovery portion of the game though because I can't use the 'data' the way I imagined I could.
The plan is that the player can host a match, at which point they will start broadcasting their address and username, or they can try to find a match, at which point they will listen for broadcasts and display the usernames in the list picture above.
I tested this out with friends and the results were strange, folks' usernames were getting clobbered. So now I've reproduced the issue using my computer with editor (which is what the screen capture was taken from) and a phone and a tablet on my local wifi. At the left in the picture is me logging each message as it was received in my NetworkDiscovery component.
First, the only host available was the phone, then I had the tablet hosting as well along side it. I've noticed that the data 'string' reflects the actual data that was sent starting from the left, but after that it shows characters from other broadcasts if they were longer messages. Interestingly enough, the data string has a length of 512 characters, where the first characters are the message the hosts are broadcasting, and the remaining characters are the null character \0. Sup with that?
Anyway, I'm getting the hunch that I'm not using this right. I've seen people using the broadcast data to show the port the clients should use to connect. Seems like that would work, unless another host used more digits in their port! Regardless, I just want to display a bunch of usernames nearby, so if anyone has input I'd love to hear (I'm not going to display a bunch of ip addresses/ports for my players to identify each other). Do I need to make another request to a host after I get their address/port to get the username? How do people do stuff like this?
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