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Networking: Host and remote Client

I'm trying to set up a networking solution that doesn't utilise the sharing service from Holograms 240, as this uses code that will fail Windows Store Authentication.

I've looked at Photon and UNET, but I am still trying to determine the best place to start. I am aware that Photon is a cloud hosted service whilst UNET can be set up so the Host device can act as a server. That's about it. Could anyone share the structure (code flow) or any tutorials focused on UWP?

Has anyone else found a better solution?


  • HolotonksHolotonks
    edited October 2016

    I'm going to experiment with this UWP Networking API and see what I can set up...


  • utekaiutekai ✭✭✭
    edited October 2016

    That networkhelper sample does run on hololens as a 2d app and will host a datagram service that uses udp multicast so clients can discover the hosting hololens. Or the hololens can be a client. Or it can run on another device on local network. Once connected there is a two way communications path open. The server pushes out questions and the clients respond with answers.

  • utekaiutekai ✭✭✭

    There is also this stream socket sample that will allow a hololens to host a service running on a choosable port and receive messages (or any data desired to be sent to it). So running on the hololens and on a windows machine, the windows machine was able to send data to the hololens for display. Likewise the hololens could connect to the windows machine and send data.

  • I made a solution using UNet, but now I'm facing some problems: http://stackoverflow.com/questions/40421109/unity-3d-unet-send-large-byte-array

    If you wish, I can share a full solution.

  • That would be fantastic, sorry for my delayed reply. I've been away.

  • @Holotonks said:
    That would be fantastic, sorry for my delayed reply. I've been away.

    Yep, I'm sorry too. Just found notification. Anyway, there is a nice sample of using UNet in the latest HoloToolkit edition. They Use UWP classes to transfer anchor, and it works nice and fast (tried with my own solution).
    My own solution implements Unity's NetworkServer and NetworkClient (example https://docs.unity3d.com/Manual/UNetClientServer.html). I can't share it now, because few days from your post signed NDA, sorry.

  • I experimented with a scenario like this one in the blog post that I wrote here

    It's far from perfect and it may not be exactly what you were looking for but it might provide some pieces that you might get some re-use from.

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