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As for now, it seems not to be possible to use rsocket-net from inside Unity3D project.
RSocket seems like an ideal solution for some kind of multiplayer games (turn-based, some casual networking games). Game DEV industry might be an area for potential growth and adoption.
Motivation
I created a multiplayer, turned-based game for Android and so I tried to use RSocket as it seemed the most appropriate solution for my needs. I tried gRPC, Websockets, SocketIO etc. and ended up with SocketIO, but I still regret not investing time for making RSocket.NET run on my project somehow.
Desired solution
It would be great if the library would be supported for all platform like WebGL, Android, IOS, consoles, PC.
I know RSocket is transport-transparent by design and it would make potential rsocket-unity3d project easier to implement (ie. WebGL supports only Websockets). The more significant problem (potentially) would be to make it Android compatible (AOT issues).
So, in a nutshell, the desired solution would be to create a separate project that would use only Unity3D compatible libraries and would support both Android and WebGL (as AFAIK only these platforms cause problems).
Considered alternatives
I am not sure, but it may be possible to modify rsocket-net project so that it could be ran on Unity3D.
The text was updated successfully, but these errors were encountered:
As for now, it seems not to be possible to use rsocket-net from inside Unity3D project.
RSocket seems like an ideal solution for some kind of multiplayer games (turn-based, some casual networking games). Game DEV industry might be an area for potential growth and adoption.
Motivation
I created a multiplayer, turned-based game for Android and so I tried to use RSocket as it seemed the most appropriate solution for my needs. I tried gRPC, Websockets, SocketIO etc. and ended up with SocketIO, but I still regret not investing time for making RSocket.NET run on my project somehow.
Desired solution
It would be great if the library would be supported for all platform like WebGL, Android, IOS, consoles, PC.
I know RSocket is transport-transparent by design and it would make potential rsocket-unity3d project easier to implement (ie. WebGL supports only Websockets). The more significant problem (potentially) would be to make it Android compatible (AOT issues).
So, in a nutshell, the desired solution would be to create a separate project that would use only Unity3D compatible libraries and would support both Android and WebGL (as AFAIK only these platforms cause problems).
Considered alternatives
I am not sure, but it may be possible to modify rsocket-net project so that it could be ran on Unity3D.
The text was updated successfully, but these errors were encountered: