Reading object position and rotation from a UDP and/or TCP/IP server.

I am new to Unity 3D.

Assume we have an UDP and/or TCP/IP server build in a Delphi, Borland C++, or any other non-Unity3D environment.
Assume that server continiously outputs position and rotation values separated by commas as shown below;
Xi,Yi,Zi, RotXi, RotYi, RotZi
Xi,Yi,Zi, RotXi, RotYi, RotZi

How can we

  • (a) connect to UDP and/or TCP/IP server from Unity3d, - (b) receive the transmitted position and rotation values, and - (c) move a game object (say a cube) based on the received data?

Thx.
Adamo

Quiet simply, start here:

Make yourself a DLL client to talk to your sockets server and send/receive anything you want.

best bet is too look at current unity server solution and see how they’ve done it

@Lastowl, not a good place to start when trying to understand the differences, the OP appears to have already written a server, they just want to understand the logistics with talking to that server from within Unity. They simply need to open a connection from a scene and be able to handle messages along with dealing with the loading and unloading of the client without blowing up Unity. Looking at how Unity did it would really take you back to the 1.6 discussion days and understanding that when you start Unity, a Raknet thread is wrapped around Unity so it starts first, very long story on that but that is simply how it works in a nut shell.

As I am new to Unity and C#, I find it relatively difficult to get started.
Do you have some example codes for Unity and standalone UDP and/or TCP/IP server interaction?

start from here
http://vvvv.org/contribution/kinect-multi-skeleton

so u will be update about it