You can see it here.
The tutorial covers creating a chat server, a PC chat client, and finally a Unity3D Android chat client. The Android client utilizes the Android OS socket library instead of using Unity’s .NET socket library (which isn’t supported with a Basic license).
Hopefully it helps anyone creating mobile games using the Basic license. Let me know if any portions of the tutorial should be better explained.
Cheers for that! Will have a look in a bit, might be just what I was looking for
Very nice. Thanks for taking the time to write that up sballew. The more examples, the better.
Now you can switch your chat server to google app engine and get a google auth token on the phone to log in securely 
That would be a fun little challenge. Maybe I’ll do that at some point!
Later this week, I plan on documenting another tutorial on supporting Cloud2Device messaging within Unity. I have the project finished, I just need to type it up. This is a great way to supply push notifications for a Unity game.
So what exactly is the advantage of this over the built-in networking commands unity has? I’m sure there is one I’m just ignorant of it. Is it mainly communicating with a non- unity program? Faster server? Both?
.NET Socket Support is not supported with iPhone/Android basic licenses. A person must use Unity Pro and iPhone/Android Pro to be able to use the built-in functionality.
The only other built-in functionality is something like the WWW classes offered by Unity, which is great for accessing websites, hitting REST URLs, etc. However, the WWW classes do not offer socket connection support.
Maintaining a socket connection with a server allows for easy two-way communication between the server and the client. In the Chat example, a client can both send and receive messages. Implementing this over HTTP would be difficult, as the server would not be able to send messages to the client in a timely fashion (Cloud2Device messaging could be used, but that’s another can of worms that I’ll cover in my next tutorial).
What about the built in networkplayer and rpc calls? You don’t need pro for those can’t they be used for the same thing? I’m not trying to discredit what you did I just want to know if it is something I should be using and what for.
I’d like to see how you would get Unity Pro’s .Net working with GAE. Or basically bridging the C# gap to comunicate on a java backend.