Architecture to control unity from a webserver
I want to allow a user to control my unity application from a web page on a different device. Something like this:
https://www.youtube.com/watch?v=0EF7DDaXd_c
Why?
I don't want users to have to install an application - they need to be able to use whichever device they have access to at the moment, including computers where I don't have install permissions. The computer may not have a graphics card. Old browsers may be in use and it needs to load super fast, so I don't want to use WebGL.
I already know web development in ASP.NET
Deployment will be easier
I can't figure out how and I refuse to lose to a programming language
I've tried googling and I get a lot of stuff about calling restful api's and communicating inside a webpage.
If I was willing to install on the controller device, I could make a headless Unity3d master server and have two Unity clients - one on the "game" device and one on the "control" device. If this is the only option then I'll try to do that. But it isn't a great option for me - it would mean two months of approval process.
I could:
poll the webserver from the game constantly. This makes me feel dirty.
learn SignalR (or some other library) and do push notifications somehow. I think this will involve websockets
connect over TCP or some other low level channel. I hate TCP.
build a headless Unity3d server that can also accept RESTful web calls (I have no idea what that would require)
run a webserver and a headless master on the same computer and use interprocess communication. This frightens me.
Run middleware like smartfox or photon engine. More stuff to learn - I'd rather just use a webserver
Are there any other options? Does anyone have any experience with this problem? What would you suggest?
Thanks, Steve
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