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unity-websocket-server

A simple, zero-dependency WebSocket server for Unity.

Usage

First import the package and set up the scene:

  • Download the UnityPackage from the Releases page. Import.
  • Create an empty GameObject, assign the script WebSocketServer.cs.
    • Alternatively, if you're using inheritance, assign your own script.
  • Input the IP and port of the server.

In Inspector GUI

The easiest way is to use the inspector. Add callbacks to the onOpen, onMessage, or onClose UnityEvent.

Using class inheritance

Alternatively, you can inherit from WebSocketServer. The following code shows you how:

using WebSocketServer;

public class MyWebSocketServer: WebSocketServer {

  override public void OnOpen(WebSocketConnection connection) {
    // Here, (string)connection.id gives you a unique ID to identify the client.
    Debug.Log(connection.id);
  }
  
  override public void OnMessage(WebSocketMessage message) {
    // (WebSocketConnection)message.connection gives you the connection that send the message.
    // (string)message.id gives you a unique ID for the message.
    // (string)message.data gives you the message content.
    Debug.Log(message.connection.id);
    Debug.Log(message.id);
    Debug.Log(message.data);
  }
  
  override public void OnClose(WebSocketConnection connection) {
    // Here is the same as OnOpen
    Debug.Log(connection.id);
  }

}

Tested on

If you find this script works/doesn't work for you, please let me know by creating an issue or emailing me at [email protected]. Also, if there's a feature you want added, there's a template for that as well in the issues.

Unity versions

  • 2020.3

System versions

  • macOS Big Sur (11.2.3)