The Unity Transport package comes with a
Samples folder containing simple assembly definitions and associated scenes that illustrate the basic functionality of the Unity Transport package library. These sample projects include:
The SimpleClientServer sample covers all aspects of the Unity Transport package and helps you create a sample project that highlights how to use the API to:
- Configure the transport
- Establish a connection
- Send data
- Receive data
- Close a connection
The goal is to make a remote "add" function. The flow will be: a client connects to the server, and sends a number. This number is then received by the server that adds another number to it and sends it back to the client. The client, upon receiving the number, closes the connection.
Continuing from the the SimpleClientServer sample, the JobifiedClientServer sample walks you through creating a client and server that use jobs. Using jobs allows you to take advantage of parallel code execution.
The Ping sample project implements a simple ping-pong service and supplies client and server behaviors for two scenarios.
- The first scenario uses
PingMainThreadClientBehaviourto implement peers to process messages only in the main thread.
- The second scenario shows how to use the Burst compiler and the job system with
The Pipeline sample shows how to define pipeline stages as described in Pipelines. The code shows a pipeline definition for unreliable sequenced delivery based on a default
Consider using pipeline stages carefully. Some pipeline configurations can't add value to the quality of service and might be harmful, depending on the underlying
NetworkInterface you use. For example, it makes sense to have a pipeline stage for unreliable sequenced delivery over a
UDPNetworkInterface. The same pipeline stage over a
WebSocketNetworkInterface incurs unnecessary overhead because the underlying network interface already provides unreliable sequenced delivery.
The RelayPing sample project extends the Ping sample project to use the Unity Relay Service to connect players. It shows how to manipulate and pass custom Network Settings to a