private int OnConnect(string target, IntPtr ptr) { unityState = FastStructure.PtrToStructure <InteropUnityState>(ptr); IsConnectedToUnity = true; InteropLogger.Debug($"{target} - {unityState.version} connected. Flavor Blasting."); SendAllSceneData(); return(FastStructure.SizeOf <InteropUnityState>()); }
private int OnUpdateUnityState(string target, IntPtr ptr) { unityState = FastStructure.PtrToStructure <InteropUnityState>(ptr); return(FastStructure.SizeOf <InteropUnityState>()); }