void SendUDPMessage(string message) { udpClient = new MobiledgeXUDPClient(udpHost, udpSendPort); udpClient.Send(message); //You can send binary also //byte[] messageBinary = Encoding.ASCII.GetBytes(message); //udpClient.Send(messageBinary); }
/// <summary> /// Sends a UDP Message from local player to other room members, can be used only after the game starts (OnGameStart()) /// <para> /// on the player manager that inherits from NetworkedPlayer use /// <b>public override void OnMessageReceived</b> to get the forwarded message /// </para> /// <para> /// <b>UDP Messages are limited to 508 bytes</b> if you want to exceed that make sure you slice and reassemble your buffer /// </para> /// </summary> /// <param name="gameplayEvent">the GamePlay Event to be forwarded to other room members</param> public static void SendUDPMessage(GamePlayEvent gameplayEvent) { gameplayEvent.roomId = gameSession.roomId; gameplayEvent.senderId = gameSession.playerId; if (udpClient.run) { udpClient.Send(gameplayEvent.ToJson()); } else { Debug.LogError("EdgeMultiplay: Error in sending UDP Message"); } }