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Wireshark e unity
hi everyone, for the development of the thesis in my university I need to access the udp packets exchanged between client and host of a simple game (pong), however using wireshark the content is encrypted. How could I do?
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Let me explain better, for the university thesis I have to analyze the performance of the created pong. to do this I am using wireshark which intercepts the packets between host and client and I need to understand how to decrypt the information of the data field present in the packet because it should contain information about the position of the ball. i am using unity 2018 with network manager for the multiplayer aspect
What do you mean? UDP is just a datagram protocol. It doesn't have any encryption unless the application layer protocol of that game encrypts the packets. I'm really not sure what you're asking here. Is that game made by yourself or is it a third party game? How is that related to the Unity game engine? The main point in encrypting network traffic is to make it more difficult to do what you want to do here. So we're not giving hacking advices here ^^
Without more information we can't really help you any further. Feel free to edit your question to add more information. Otherwise we will close the question.
I've moved the content of your answer into the question. Please do not post answers unless you want to answer your own question. You can edit your question from the cogwheel menu at the top right of your question.
Well, that information is still quite useless ^^. Assu$$anonymous$$g that the packets are not actually encrypted it's just a matter of decoding the packet. However without knowing what exactly was send we can't tell. You still haven't said if you have created this game yourself or if you have at least the source code available. This would simplify this a lot. However I would assume that the position (the 3 or 2 float values) are probably just written in binary into the packet. Of course you might have to take "endianness" into account. A great tool to decode IEEE754 float values is this one. So you can just copy the the hex values into the hexadecimal representation and hit enter.
You're still very vague what networking solution you actually use. Does that game use UNet? Note that UNet is a quite advanced system with many features. The packets might be delta compessed. A packet could contain data from several logical channels. If you plan to completely disect UNets UDP format you're in for a long ride. In case of delta compession a single packet does not contain the whole data but might only include changed compared to the last packet.
Is what performance aspects do you hope to get any insights by disecting a packet? For the overall performance the content shouldn't really matter. The whole size of a packet might be relevant, but even that doesn't really help much.
Yes, I have the source code available and yes, I am using unet. Say me what you want to read. 00 01 30 29 18 43 00 20 00 00 00 00 sgg 0b 00 01 00 07 01 02 00 0e 00 00 00 This is the data contained in the package in the date field. Using the converter you provided, I get the result: 1.40129846432e-45 I would like to understand what the latter means. Shouldn't there be x, y, z positions since the ball is a 3D rigid body?
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