I've created this library as a Hobby project when I was experimenting with Unity. I haven't used Unity for over 2 years and I'm not able to maintain the repo. If you want to become a maintainer a keep this project running, send me an e-mail or create an issue. Thank you for understanding.
Hybrid event-driven WebSocket implementation for Unity 3D.
It automatically compiles browser or native implementation based on project's target platform. Native implementation is using WebSocketSharp library (must be downloaded separately - see below). For the browser implementation the custom emscripten JSLIB is used.
Warning: WebSocket client is intended to support only binary messages. So if you want to send or receive string messages you must convert it to/from byte array in your code.
You can get WebSocketSharp.dll
from NuGet package manager. See NuGet Gallery: websocket-sharp.
Library can be installed manually. Just download the NuGet package. Then rename the file extension from .nupkg
to .zip
and extract it. Now you can copy lib/websocket-sharp.dll
file to your Unity project into the Assets/Plugins
directory.
For more info please visit official WebSocketSharp GitHub repo.
To install this plugin just copy the contents of Plugins
directory to your Unity project's Assets/Plugins
directory.
For example usage see Scripts/WebSocketDemo.cs
file. You can import it to your project and assign it to any GameObject. Then run your project and check the console.
using System.Collections;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
// Use plugin namespace
using HybridWebSocket;
public class WebSocketDemo : MonoBehaviour {
// Use this for initialization
void Start () {
// Create WebSocket instance
WebSocket ws = WebSocketFactory.CreateInstance("ws://echo.websocket.org");
// Add OnOpen event listener
ws.OnOpen += () =>
{
Debug.Log("WS connected!");
Debug.Log("WS state: " + ws.GetState().ToString());
ws.Send(Encoding.UTF8.GetBytes("Hello from Unity 3D!"));
};
// Add OnMessage event listener
ws.OnMessage += (byte[] msg) =>
{
Debug.Log("WS received message: " + Encoding.UTF8.GetString(msg));
ws.Close();
};
// Add OnError event listener
ws.OnError += (string errMsg) =>
{
Debug.Log("WS error: " + errMsg);
};
// Add OnClose event listener
ws.OnClose += (WebSocketCloseCode code) =>
{
Debug.Log("WS closed with code: " + code.ToString());
};
// Connect to the server
ws.Connect();
}
// Update is called once per frame
void Update () {
}
}
When any error occours during method call then the WebSocketException
is thrown. Unified both for native and browser client so you can catch it in your C# code.
Copyright 2018 Jiri Hybek [email protected]
Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.