using UnityEngine.Networking; public class MyNetworkReceiver : MonoBehaviour, IPacketReceiver { void Start() { // Get a reference to the Network Manager var networkManager = FindObjectOfType(); // Register this object as a packet receiver networkManager.client.RegisterHandler(MsgType.Other, this); } public void ReceivePacket(NetworkMessage message) { // Read the packet from the message var packet = message.ReadMessage (); // Handle the packet Debug.Log($"Received packet with data {packet.data}"); } }
using SocketIOClient; public class MySocketReceiver { private SocketIO socketIO; void Start() { // Connect to the socket server socketIO = new SocketIO("http://localhost:3000"); // Register this object as a packet receiver socketIO.On("myPacket", ReceivePacket); } public void ReceivePacket(SocketIOResponse response) { // Read the packet from the response var packet = response.GetValueIn these examples, the IPacketReceiver interface is used to handle incoming packets from different sources. The first example uses Unity's Network Manager, while the second uses Socket.IO. The type of packet received can vary, but each implementation of IPacketReceiver is responsible for reading the packet data and handling it appropriately.("data"); // Handle the packet Debug.Log($"Received packet with data {packet.data}"); } }