A simple, zero-dependency WebSocket server for Unity.
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.
The easiest way is to use the inspector. Add callbacks to the onOpen
, onMessage
, or onClose
UnityEvent.
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);
}
}
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)