NativeWebSocket
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🔌 WebSocket client for Unity - with no external dependencies (WebGL, Native, Android, iOS, UWP)
I came across few issues with disconnect and reconnect scenarios. I am using C# version of `Websocket`: - calling `websocket.Close()` hangs the client when we lose internet connection or when...
The sequence... * Opening a socket: Invoke() on a method calling `await _webSock.Connect();` * Sending messages: Calling `_webSock.SendText(msg);` * Closing the socket: Invoke() on a method calling `await _webSock.Close();` Everything...
Currently, the API only has `OnMessage(byte[] bytes)`, but this doesn't allow us to determine if the message was encoded as binary or text. This data is known to the library...
when I build for android the websocket does not want to connect, although it works fine on the pc
Hi there! I used the code from @endel and @jirihybek (thanks a lot for the good work!) and changed it up a bit to make it work with UniTask and...
Thank you for providing this easy to use web socket library. Recently I got an issue that I used SendText() method in OnOpen() event method, but the text message didn't...
When a websocket closes, they contain a reason for close, additionally they contain a message. Currently this libraries `OnClose` delegate just emits the reason enum and not a message too.
This crash seems like it only occurs in iOS 13+ and is intermittent. I get it occur about 20% of the time. The error in xCode reads something like IL2CPP...
Hi @endel, when I was testing, I came across this issue. **Context**: Messages would be published from my application continuously with a frequency of 20 messages per second. When the...
Hi, I was wondering if there are any plans on supporting the generic application specific close codes 4000 – 4999? Also, is there a way to get the close reason...