Hallo everybody,
I have a, maybe unusual, question for you. I’m working on an application which manages audio, interactive objects, video streaming (sequence of images from the webcam) and virtual characters (with bland shapes deformation). The application has a client-server architecture. Now, due to the quite heavy amount of data that I have to send to the network, I need to prioritize - and optimize - the data transmission process, choosing, time by time which kind of information send and when. The ‘Network’ class in Unity allows to create a connection among pcs and sand/receive data with no control on what/when send packages over the Internet.
So, my final question is: is there any way to send data on a network without using the standard ‘Network’ class in Unity? Is it possible to create a client-server connection where we can check in detail the data transmission? Or, can we use the already implemented ‘Network’ class in Unity but managing every single data?
I hope my question is clear, and I really hope anyone can help me! ![]()
Thank you!