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Network: any way to check in detail the data transmission?
Hallo everybody, I have a, maybe unusual, question for you. I'm working on an application which manages audio, interactive objects, video streaming (sequence of images from the webcam) and virtual characters (with bland shapes deformation). The application has a client-server architecture. Now, due to the quite heavy amount of data that I have to send to the network, I need to prioritize - and optimize - the data transmission process, choosing, time by time which kind of information send and when. The 'Network' class in Unity allows to create a connection among pcs and sand/receive data with no control on what/when send packages over the Internet.
So, my final question is: is there any way to send data on a network without using the standard 'Network' class in Unity? Is it possible to create a client-server connection where we can check in detail the data transmission? Or, can we use the already implemented 'Network' class in Unity but managing every single data?
I hope my question is clear, and I really hope anyone can help me! :) Thank you!
Answer by Baste · Oct 15, 2014 at 03:27 PM
If you're writing C#, you should be able to just grab the standard TCP client or UDP client classes, and use a socket on the server end. Then you can send whatever data you want to. Of course, you'll have to parse all the data you send yourself, but the basis is there.
Always remember that you're not locked in to the Unity class library, the Microsoft stuff is also there for you to use. You could also write a different application that deals with the networking, and have a Unity-made program simply working as an interface to that data, by sending messages back and forth. The possibilities are endless.