Hello, I’m trying to develop an inter process communication between my unity game (the client) and a c sharp server using named pipes.
From the server I set the trasmission mode to Message, so on the client side I can use the NamedPipeClientStream.IsMessageComplete to know when a message is arrived.
On the client I also set the transmission mode to message and if I try to make a message exchange test between the server and a dummy client (developed as a c# console application) everything works fine.
However if I run the same code in Unity the PipeReadMode is set to “byte” even if I force it to be “message” and as a result I cannot know when a message is arrived.
Sure I can put at the beginning of every message its length in bytes so i know how much to read, but if I could make the message mode to work I would be happier.
I’m using Unity 4.0.2.0f4 using the optimization for the full .NET 2.0 and not the subset version to be able to use named pipes.
The server and the dummy client are compiled using .NET 3.5 (since compiling for 2.0 I can’t get the NamedPipeClientStream class)
Thanks in advance.