In the RTMP thread http://forum.unity3d.com/viewtopic.php?t=7787 Joe mentioned a specific format for Unity’s networking features. Is this documented anywhere? At the moment I’ve got a separate network library I’ve started to build using .NET for controlling in game object via external apps. It would be incredibly useful to do this using the built in networking format as web-players would then work for me as well. (plus not having to build a separate library and all)
Unity2 uses the Raknet networking library from Rakkarsoft. You can check out their site and get full specs, as well as get access to the library yourself.
I know that, but I Rakknet lets you format packets with any data any way you like, so the UT guys had to have some Struct or Bitstream format that they came up with. So I’m looking for what these message formats are so I can send and decode messages in the same format as the engine.
And are there plans to ever get these documented ?
I can see that such things can come in very handy for people who want to write heavily optimised mass connection server apps where they don’t want to write a unity application to play the server.