Hi there,
I’m looking for package or a way to make something similar with Cloud gaming.
Remote Unity is the most similar one. However, this package is working only on the Editor Mode (so no control on the game setting) and the mobile phone is connected to the server over USB, wherein the latency is almost zero.
UNet, is good API for making client/server, wherein we spawn the the client avatar on the server, control this avatar through the server. however trying to spawn the environment on the server does not work for me.
In my case, I’m looking how to make a cloudlet gaming : a mobile phone connected over wifi to a server in near vicinity (which can be a laptop, desktop or a server). The mobile sends inputs to the server, which computes the game and streams back the frames to the mobile phone.
There is no asset that I am aware of. I am doing research and had to build a client application which listens for keyboard/mouse events and sends them across the network to a server, running Unity3D. The Unity3D application listens for the incoming commands (via UDP) and then simulates them. To simulate the commands, you can use something like Windows Input Simulator, or you can write your own (which I have done, partially). The next step is to capture the frame from Unity3D and send it over the network (using TCP) to your client application which displays it to the user.
The hardest part of it all is to read the incoming TCP data. As it is a stream, you must first send (from the server) the size of the “message”, followed by the actual message.
Another thing which is difficult (which I have yet to solve completely), is getting the mouse movements to work correctly on Unity3D on the server… because the commands are “simulated” Unity3D does not detect the mouse movements, and so you must hook into the User32.Dll and generate your commands… but it’s not easy.