colyseus-unity-sdk
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⚔ Colyseus Multiplayer SDK for Unity
``` string fieldNames = ""; for (var i = 0; i < fields.Length; i++) { fieldNames += fields[i].Name + ", "; } ``` fieldNames is never used
``` public event KeyValueEventHandler OnAdd; public event KeyValueEventHandler OnChange; public event KeyValueEventHandler OnRemove; ``` MapSchema uses `string` then `T` everwhere except for these events. Because of this inversion, it means...
Even after reading the official documentation, I wasn't 100% certain that Colyseus was only server authoritative (although I was 95% maybe ;)) What made me doubt is the fact that...
Although `WebSocket.cs` supports it, it's not used at the moment. Every async call made to Client.cs should be cancelable with the use of a `CancellationTokenSource` to better support error handling...
* `ArraySchema`'s method signatures for `GetItems()`, `GetByIndex(index)`, `ContainsKey(key)`, `GetTypeDefaultValue()`, `SetItems()`, and `InvokeOn{Add,Change,Remove}()` should use type `T`. * The `Items` member should probably be private. * It seems like there are...
I replaced the FIXME replace method with a regex. Simple regex that matches the begging of the string. `^(ws)`
Hi. When I'm doing development tests I use http and ws protocols, but when deploying to production I have the need to connect to the server using https and wss....
Not really sure where to put this - @eeveeboo has made a script to make HTTP/Websockets work on Android here: https://gitlab.com/snippets/1971642 If anyone is having trouble targetting Android this can...
When exporting my Unity project for iOS, the following exception is thrown during runtime: JsonSerializationException: Unable to deserialize instance of 'BgDataMessage' because there is no parameterless constructor is defined on...
Does Colyseus support disabling Domain Reload in Unity or is there any plans to support it in the near future? More info: https://docs.unity3d.com/Manual/DomainReloading.html