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Question by RealSoftGames · Feb 28, 2016 at 11:59 PM · c#networkingsockets

c# .net sockets sending method over network

Hi im trying to sync 2 player objects over the network, im trying to write my own UDP client/server.

i am able to get positional data of a player synced to the server as a string, but i want to send it as a command/Method much like how unity uses the Unet [Command] functionality, but i havent found any resources on doing something like this with sockets yet, their are only examples of sending basic data types.

  Socket sock = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
     IPEndPoint ep = new IPEndPoint(IPAddress.Parse("1902.168.0.1"), 8080);
     byte[] buffer = new byte[1024];
 
     float timer, nextTime = 0.05f;
     Vector3 prevPos;
 
     void Start ()
     {
         print("Connecting to server...");
         try
         {
             sock.Connect(ep);
             print("Connected to server!");
         }
         catch
         {
             print("Could not connect to server!");
         }
 
     }
 
     // Update is called once per frame
     void Update ()
     {
         prevPos = transform.position;
         transform.Translate(Input.GetAxis("Horizontal") * Time.deltaTime * 5f, 0, Input.GetAxis("Vertical") * Time.deltaTime * 5f);
 
 
         if (transform.position == prevPos || Time.time < timer)
             return;
         print("Type Message to send to server: ");
         buffer = ASCIIEncoding.ASCII.GetBytes(transform.position.ToString());
         print("Bufer length: " + buffer.Length);
         sock.Send(buffer);
         timer = Time.time + nextTime;
         //Console.WriteLine("Sent Data to server!\n");
     }
 }


any info on how i could integrate unity specific code outside of the game engine would be great. it may even solve some of the issues.

i had tried looking through the references in the server program but their doesnt seem to be anything that can link back to mono or unityEngine.

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