Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Captaion · Aug 20, 2019 at 03:17 PM · networkingudpbytes

Sending and recieving a packet of bytes through a UDP connection

So the idea was to have this script in two separate builds of Unity and have one set as client and the other set as not a client.

 using System.Collections;
 using System.Collections.Generic;
 using System.Net;
 using System;
 using System.Net.Sockets;
 using System.Text;
 using UnityEngine;
 
 public class NetworkHandler : MonoBehaviour
 {
     public int serverPort = 00000;
     public string IPString = "11111";
     IPAddress serverIP;
     IPEndPoint serverEP;
     UdpClient client;
     UdpClient server;
     public bool isClient = true;
     public bool startRecieving = false;
     public GameObject hammer;
     public ClientController remoteClient;
 
     private void Update()
     {
         if (Input.GetKeyDown("y"))
         {
             startRecieving = !startRecieving;
         }
 
         if (Input.GetKeyDown("j") && isClient == true) 
         {
             SendData("jump");
         }
 
         if (isClient == false && startRecieving == true)
         {
             RecieveData();
         }
     }
 
     private void Start()
     {
         remoteClient = hammer.GetComponent<ClientController>();
         serverIP = IPAddress.Parse(IPString);
         serverEP = new IPEndPoint(serverIP, serverPort);
     }
 
     public void RecieveData()
     {
         //Decided to use try catch so that way if there is no data being recieved it wont throw an exception
         try
         {
             Byte[] receivedBytes = client.Receive(ref serverEP);
             string returnData = Encoding.ASCII.GetString(receivedBytes);
 
             print(returnData);
 
             if (returnData == "jump")
             {
                 remoteClient.Jump(100);
             }
         }
         catch (NullReferenceException)
         {
         }
         catch(ObjectDisposedException)
         {
         }
         finally
         {
             client.Close();
         }
     }
 
     public void SendData(string text)
     {
         client = new UdpClient(serverPort);
         client.Connect(serverIP, serverPort);
         Byte[] sendBytes = Encoding.ASCII.GetBytes(text);
         client.Send(sendBytes, sendBytes.Length);
     }
 }

When the non client would receive the data it would determine whether to jump or not, but instead nothing happens, unless I disable isClient then it works inside of the same build or inside of the editor, I'm trying to avoid using Unet because of it changing soon, the 0's and 1's are where I put the forwarded port and my local ip address. Heres the other script that handles the "jump"

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class ClientController : MonoBehaviour
 {
 
     public Rigidbody thisBody;
 
     void Awake()
     {
         if (GetComponent<Rigidbody>() != null)
         {
             thisBody = this.GetComponent<Rigidbody>();
         }
     }
 
     public void Jump(int force)
     {
         thisBody.AddForce(Vector3.up * force);
     }
 }
 

I'm just asking for a little guidance because I've never tried networking before really, and I'm probably missing something really simple.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by Captaion · Sep 06, 2019 at 06:48 PM

So I figured it out for the most part I think bought a book did a bunch of documentation reading and even backtracking from unity into a simple console application and I found my answer out and posted it over here On My other question that I answered

Basically what I was doing was completely wrong. the host only needs to define its forwarded port and the client should not connect to the socket it should just send otherwise its gonna close it off, and if you're testing it on one machine its gonna start yelling about it.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

155 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Unity UDP freezes if disconnected from server 2 Answers

How can I receive UDP packets into Unity Webplayer? 1 Answer

UDP implementation in Unity, unable to send to two different machines 0 Answers

C# Networking: UDP Packets dont arrive on Android 2 Answers

Unity networking tutorial? 6 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges