Hi Kevin, To do so you will have to do a c/c++ plugin to unity. This require the Unity3D pro version. The best way to connect the c/c++ side to mono(c#) side is to hook up C# delegates which you pass to the c/c++ side. They will basically end up as function pointers on the c++ side (I can send you code samples offlist if you need them). Doing this you will have a good way to pass data from the c++ side up to your client. The other way around (ie C# -> C) is trivial to fix.
However, I have only done this on the desktop. I'm a little bit unsure if c plugins to unity is supported on ios (since ios dont allow dynamic libs)? (dont know if android have any such restrictions). Anyhow this works great for me ;-) best regards /Emil On Jun 13, 2012, at 21:00 , [email protected] wrote: > I'm using enet to handle udp communication. It's really a good lib, thanks! > > I've successfully integrated enet on server side. Our client is on Unity3D, > developed with C#, and will run on IOS and Android. > However, C# is not fully supported in Unity. I don't know how to pass the > required struct to enet, or enet call back to c# with the result. > > Is there anyone who has experience on using enet in Unity3D? Any suggestion > will be appreciated! > > Thanks, > Kevin.
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