Hey @methos5k
Thanks for your patience and collaborative replies. I am flying 1/2 around the world tomorrow and will be on vacation for a month away from my 34" gaming monitor and hence my easy-on-the-eyes development and coding environment.
Honestly, I have little experience in posting questions about C# and Unity; and when I started developing in the Unity environment, I did not ask any questions in any forum; just watched a lot of tutorials and of course read a lot of posts, books, docs and sample code each step of the way, and am very grateful to all Unity developers who share their knowledge.
Full Disclosure:
Following the work and YT tutorials of many amazing Unity developers, I was able to create the first phase of a cybersecurity visualization application, which was featured on ResearchGate last year:
Cybersecurity experts team up on ResearchGate to make threats in cyberspace easier to see
I just checked (for full disclosure) the C# files I wrote in this Unity project (cat *cs | wc -l
), I have written 7,136 lines of Unity C# code (working code), which of course does not include all the lines which made it to the trash heap, LOL That 7K number does not include C# code from imported or third party C# scripts.
After talking some time off coding this and working on other projects, frustrated because the folks who promised to code the cybersecurity virtualization app with me could not get past the Unity learning curve to contribute (in all fairness he had a full time job and did not have the time to devote to Unity/C#), I decided to pick this app up again and get the networking part working, since I had the basics done (see RG link above).
I have tried C# Sockets, UNET, LLAPI (TLAPI) and PUN and all of them have issues, or perhaps I am the one with issues, LOL; but after being frustrated with UNET and finding PUN too poorly documented; decided to turn to LLAPI because Unity did not support some of the C# .NET Networking namespaces I wanted to use for debugging and UNET had the same problem of working well on a single machine, but breaking when I moved to two machines on the same LAN. Of course, I Googled and YT’ed to death, LOL and tried many different approaches, and all had the same issue when I move from a single machine to two machines ; and the issue was not related to firewalls, access control, being stupid (well, that’s debatable, LOL) and using localhost when I should be using the IP and all the other myriad issues we find in the metaverse about these typical Unity networking problems.
I was hoping to get this basic networking on Unity going and what I though was “simple client/server Unity networking” going before leaving to the US on vacation, but such is life, LOL
When I’m back in June, I’ll decide if I should give PUN another try, or maybe try Bolt; or maybe I’ll follow your suggestion and post the code here. Honestly, I have read a lot about Unity Networking problems in many forums and other places and am now a bit discouraged over Unity networking based on both what I have read and what I have experienced (but this feeling will fade soon enough) and what I am working on is not what someone might typically call a “game” so the requirements are different; since I am building a collaborative, virtualized environment for working in near real time cyberspace.
… and I am doing it all “to make the world a better, safer place” not to sell a million games, start a new fan club and get a hot car (a side joke from the Masters of Doom book). I have hot car German sports car already and don’t even drive it, LOL
Cheers.