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Question by Providence4991 · Apr 05, 2016 at 12:58 PM · unity 5networkingmultiplayersocketsockets

Can we use Unitys LLAPI to establish a socket connect with a server?

 using UnityEngine;
 using System.Collections;
 using System.Net.Sockets;
 using UnityEngine.Networking;
 using System.IO;
 using System.Runtime.Serialization.Formatters.Binary;
 using System.Text;
 using System.Net;
 
 
 public class WebSocketService : GenericSingleton<WebSocketService>
 {
     int myReliableChannelId;
     int socketId;
     int socketPort = 8282;
     int connectionId;
     int recHostId;
     int recConnectionId;
     int recChannelId;
     const int bufferSize = 2048;
     byte[] recBuffer = new byte[bufferSize];
 
     int dataSize;
     byte error;
     string socketurl = "192.168.0.116/join";
 
     void Start()
     {
         NetworkTransport.Init();
 
         ConnectionConfig config = new ConnectionConfig();
         myReliableChannelId = config.AddChannel(QosType.Reliable);
         int maxConnections = 10;
         HostTopology topology = new HostTopology(config, maxConnections);
         socketId = NetworkTransport.AddHost(topology, 8080);
         Debug.Log("Socket Open. SocketId is: " + socketId);
 
         Connect();
     }
 
     public void Connect()
     {
         byte error;
         connectionId = NetworkTransport.Connect(socketId, socketurl, socketPort, 0, out error);
         Debug.Log("Connected to server. ConnectionId: " + connectionId);
         Debug.Log("Error ? : " + error);
     }
 
     public void SendSocketMessage(string msg)
     {
         byte error;
         var bytes = Encoding.UTF8.GetBytes(msg);
         NetworkTransport.Send(socketId, connectionId, myReliableChannelId, bytes, bufferSize, out error);
         Debug.Log("Error ? : " + error);
     }
 
     void Update()
     {
        
         NetworkEventType recNetworkEvent = NetworkTransport.Receive(out recHostId, out recConnectionId, out recChannelId, recBuffer, bufferSize, out dataSize, out error);
         switch (recNetworkEvent)
         {
             case NetworkEventType.Nothing:       
                 Debug.Log(" NetworkEventType.Nothing");
                 break;
             case NetworkEventType.ConnectEvent:    
                 Debug.Log(" NetworkEventType.ConnectEvent");
                 break;
             case NetworkEventType.DataEvent:      
                 Debug.Log(" NetworkEventType.DataEvent");
                 break;
             case NetworkEventType.DisconnectEvent: 
                 Debug.Log("  NetworkEventType.DisconnectEvent");
                 break;
         }
     }
 }
 


am i doing this right?my socket endpoint is socketurl. is there any other way to achieve this using unitys new networking suite.

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Answer by sandyakayika5730 · Sep 27, 2020 at 08:43 AM

8282 @LupaNafas

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