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Hybrid WebSocket implementation for Unity 3D with support of native and browser client.

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Everything is working great on the Build version except the OnMessage trigger. It shows the log when connection is established, and my server can read the message sent from it....

``` var msg = "WebSocket error."; var msgBytes = lengthBytesUTF8(msg); var msgBuffer = _malloc(msgBytes + 1); stringToUTF8(msg, msgBuffer, msgBytes); ``` should be ``` var msg = "WebSocket error."; var msgBytes...

Incoming WebSocket messages formatted as Strings can now be read. The Unity script side will still need to handle the response as a byte array and parsing String WS messages...

AWS websocket does not allow us to use byte[] for the data input. It just simply is impossible. Clearly, it's poor design from aws, but anyhow we'll definitely need string...

An uncaught exception will occur if `WebSocketSend` is called after the `ws` property on the instance has already been deleted here: https://github.com/jirihybek/unity-websocket-webgl/blob/master/Plugins/WebSocket.jslib#L205 ``` Uncaught TypeError: Cannot read property 'readyState' of...

Error log: ``` WS closed with code: TlsHandshakeFailure UnityEngine.Debug:Log(Object) c:b__1_2(WebSocketCloseCode) (at Assets/Scripts/WebSocketDemo.cs:40) HybridWebSocket.WebSocket:b__13_3(Object, CloseEventArgs) (at Assets/Plugins/WebSocket.cs:495) WebSocketSharp.Ext:Emit(EventHandler`1, Object, CloseEventArgs) (at E:/Repos/WebsocketsSharp/websocket-sharp/Ext.cs:1269) ``` In sta/websocket-sharp, this is fixed by adding this...

We can exploit the fact the WebGL implementation takes a byte array and length ( instance.ws.send(HEAPU8.buffer.slice(bufferPtr, bufferPtr + length)); ) and allow the application to write to a buffer then...

Thanks for your efforts making this library @jirihybek. I've made an alternative to this, highly based on yours, using `System.Net.WebSockets` instead of `WebSocketSharp`. **It is available here:** https://github.com/endel/UnityWebSockets I hope...