c# - Proper Way to Pass Data Objects to Unity -



c# - Proper Way to Pass Data Objects to Unity -

i trying work on sending object of scene class c# programme display in unity program.

what mutual ways accomplish that?

one alternative came wcf: unity programme acts client , other c# programme acts server. within each frame (i.e. in unity's update function), unity programme requests current scene object other c# programme in request/reply fashion.

are there improve options? there more common way pass info objects unity?

i might stating obvious here have considered fact unity app in sense normal c# app?

so how info in console app project if had visual studio , blank new project?

typically though, varies depending on requirement, if 1 of many crazies out there building mmo first game project you're gonna need super powerful , scaleable server code , custom binary "bit packing" serialization method handle compression between server , client.

however, if haven't lost creating first person shooter (unity built this) or simpler doesn't need constant streams of info need low pings ... wcf scenario sits.

unity have built in networking functionality (and purely opinion) it's big game situations lot going on.

for ... minecraft clone, or fps has 16 players utilize built in unity networking functionality beyond in roll own territory.

here's links help dig deeper ...

http://blog.ccoder.co.uk/?page=6

http://www.paladinstudios.com/2013/07/10/how-to-create-an-online-multiplayer-game-with-unity/

c# unity3d unityscript

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