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Question by oliver-jones · May 13, 2016 at 11:51 AM · networkdatastream

Send Data from one Unity Build, to another Unity Build

Hello,

I need to basically send some data from one Unity build (or editor) to another Unity build (or editor) on a completely different machine (all connected via LAN though).

The most obvious way would be to use Unity's network API and have a Server to Client communication going on. However, the data I'm sending is around 0.4Mb (434,176 Bytes), which is fine, although this needs to be sent every Update (Frame)!

Is there a better way to achieve this? Or is there something external from Unity that will do a better job?

If I do go down the road of using Unity's Network API, then would it just be a case of using RPC? Like this , for example:

 ushort[] _DataStream;
 
 
 //On client
 void Update(){
     
     //Send to Server 
     this.RPC("NetworkUpdate", RPCMode.Server, _DataStream);
 }
 
 
 //On Server
 [RPC]
 void NetworkUpdate(ushort[] _ExternalDataStream) {
        
        //do something with the stream
 }

I just want to confirm before I start diving into the development process of it. Any advise would be appreciated.

Or is 0.4Mb per Frame just unrealistic? With an average FPS of ~300, thats 120Mbs per second!!

Thanks.

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avatar image tanoshimi · May 13, 2016 at 11:59 AM 0
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That's an insane amount of data to send per frame. Is this a game, or are you trying to do some sort of scientific simulation?

avatar image oliver-jones tanoshimi · May 13, 2016 at 12:00 PM 0
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I suppose one can call it a scientific simulation, yeah. I know, hence my question :/

avatar image oliver-jones · May 13, 2016 at 12:08 PM 0
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Can a wired LAN even support that kind of speed??

avatar image meat5000 ♦ · May 13, 2016 at 01:23 PM 0
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Very unrealistic Bandwidth requirement there.

You would most certainly have to send only updates ins$$anonymous$$d of the whole data table.

If you really do want to attempt this you may have more luck (in my opinion) implementing a high priority custom $$anonymous$$essage

http://docs.unity3d.com/$$anonymous$$anual/UNet$$anonymous$$essages.html

NASA send a big lorry full of Paper printouts for their data because it a lot faster than trying to send many TBs of data across the net. Not that Im suggesting you switch to Pen and Paper as a platform ;)

avatar image oliver-jones meat5000 ♦ · May 13, 2016 at 01:32 PM 0
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Okay, I just did a file transfer speed from one computer to another over LAN, and the transfer speed was ~35 $$anonymous$$B/s.

So given that information, that 120$$anonymous$$B/s I need seems unrealistic indeed. So, if I cap the FPS at 60, that gives me 0.4$$anonymous$$b * 60 = 25$$anonymous$$B/s transfer rate needed, which now seems possible, right?

Thanks.

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