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And always feel free to hit us up on Twitter @MxdRealityDev.
The Mixed Reality Forums here are no longer being used or maintained.
There are a few other places we would like to direct you to for support, both from Microsoft and from the community.
The first way we want to connect with you is our mixed reality developer program, which you can sign up for at https://aka.ms/IWantMR.
For technical questions, please use Stack Overflow, and tag your questions using either hololens or windows-mixed-reality.
If you want to join in discussions, please do so in the HoloDevelopers Slack, which you can join by going to https://aka.ms/holodevelopers, or in our Microsoft Tech Communities forums at https://techcommunity.microsoft.com/t5/mixed-reality/ct-p/MicrosoftMixedReality.
And always feel free to hit us up on Twitter @MxdRealityDev.
Socket.IO NodeJS not working in HoloLens

I have implementing sockets in hololens app. App is working fine when run in Unity editor. But not working on hololens. Sample code below:
public SocketManager Manager; void ConnectSocket() { SocketOptions options = new SocketOptions(); options.AutoConnect = false; Manager = new SocketManager(new Uri("http://holo.us.openode.io/socket.io/"), options); // The argument will be an Error object. Manager.Socket.On(SocketIOEventTypes.Error, (socket, packet, args) => Debug.LogError(string.Format("Error: {0}", args[0].ToString()))); Manager.GetSocket("/"); Manager.Socket.On("joinroom", OnJoinedRoom); Manager.Socket.On("sendchat", OnFirstMessageRecieved); Manager.Open(); Manager.Socket.Emit("adduser", 11, "User001"); } private void OnJoinedRoom(Socket socket, Packet packet, object[] args) { Debug.Log("Received message from server"); } private void OnFirstMessageRecieved(Socket socket, Packet packet, object[] args) { Debug.Log("Receive..."); }
NodeJS Server Code:
io.sockets.on('connection', function (socket) { // when the client emits 'adduser', this listens and executes socket.on('adduser', function (username,roomid) { // store the username in the socket session for this client socket.username = username; // store the room name in the socket session for this client socket.room = roomid; // add the client's username to the global list usernames[username] = username; // send client to room 1 socket.join(roomid); // echo to client they've connected socket.emit('joinroom', 'SERVER', 'you have connected to ' + roomid,username); console.log('User : '+username+'connected to room : ' + roomid); // echo to room 1 that a person has connected to their room socket.broadcast.to(roomid).emit('newuserjoined', 'SERVER', username + ' has connected to this room ' + roomid); socket.emit('updaterooms', rooms, roomid); }); // when the client emits 'sendchat', this listens and executes socket.on('sendchat', function (data) { // we tell the client to execute 'updatechat' with 2 parameters io.sockets.in(socket.room).emit('updatechat', socket.username, data); }); server.listen(app.get('port'),function(){ console.log("Server is running..."); });
Note: Enabled InternetClientServer And PrivateNetworkClientServer.
Unity version: Unity 2017.2.2p1
Used BestHttp unity asset to implement socket.io(https://assetstore.unity.com/packages/tools/network/best-http-10872).
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Hey, did you find a solution? I have the same problem.
I have the same problem as well! Can someone find a solution to this issue?!
Solution we found .. switch to Magic Leap One networking works