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Using ENet-CSharp for a multiplayer setup with a Unity Client and .Net Core Server environment

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ENet Unity Mobile Setup

Bootstrap setup for a client server architecture
Unity 2021.3 .NET 6.0 Release Date

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Description

A multiplayer setup with a unity client and a .Net Core server. The application is a very simple chat server, that shows how the clients can communicate with the server and vice versa. Other than being a small tech demo, the repo explains how to compile ENet for android and iOS and provides built libraries for those platforms to kickstart your project.

Client platform support 32 Bit 64 bit ARM
Android ✔️ ✔️
iOS ✔️
Windows ✔️
MacOS ✔️ ✔️
Linux ✔️

The server application is built with .Net Core and therefore will run on Windows, Mac or Linux.

Libraries

  • ENet-CSharp 2.4.8
  • Unity 2021.3.11f1, but should work fine in almost any version
  • .Net 6 Server

Run Project

Server

Commandline Server

Get the appropriate build from the release section and run it via command line. Alternatively you can also open the ENetServer Solution with the IDE of your choice and run it.

The server listens to Port 3333 and can be aborted by pressing any key.

Client

Commandline Server

Either get the build for Android or Windows from the release page or open the project in Unity and run it (Make sure you started the server). Find out the ip of your server (127.0.0.1 if it is on the same machine), and click connect.

When connected successfully, you can enter messages in the box next to the send button. The messages will be broadcasted to all other clients that are online at that time.

Build Libraries

The easiest way is to get the built libraries from the release page.
If you want to build them yourself (or for a newer ENet version), take a look at the instructions below.

Android

  1. Install NDK (Or search for the version you use inside unity)
  2. Install make - On Windows use Cygwin
  3. Add the ndk build folder to your path environment variables e.g C:/Data/SDKs/android-ndk-r19c/build
  4. Clone git@github.com:nxrighthere/ENet-CSharp.git
  5. Navigate to ENet-CSharp/Source/Native
  6. If you ran the script before, you might want to delete the obj folder inside Native first, to be sure the project is regenerated
  7. Run ndk-build in the Native folder.
  8. Copy the folders arm64-v8a, armeabi-v7a and x86 from the generated libs folder to your unity project to Assets/Enet/Plugins/Android/.
  9. Set arm64-v8a to ARM64, armeabi-v7a to ARMv7 and x86 to x86.

iOS

  1. Install XCode
  2. Clone git@github.com:nxrighthere/ENet-CSharp.git
  3. Navigate to ENet-CSharp/Source/Native
  4. Run sh build-ios.sh
  5. Copy libenet.a to your unity project to Assets/Enet/Plugins/iOS/libenet.a
  6. Set libenet.a to iOS only with CPU ARM64

Windows

  1. Install CMake & Visual Studio with C++
  2. Navigate to ENet-CSharp/Source/Native
  3. Create a folder called build and open a terminal there
  4. run cmake ..\ -DENET_SHARED=true - this should fill your build folder with a visual studio project.
    1. Alternatively you can also use the cmake GUI to set up your project. Screenschot Cmake
  5. Open your sln file and build with MinSizeRel
  6. Copy the generated dll from ENet-CSharp/Source/Native/build/MinSizeRel/enet.dll to your unity project to Assets/Enet/Plugins/x86_64
  7. Set enet.dll for Editor and Standalone with Windows x64

MacOS

  1. Install CMake and XCode
  2. Navigate to ENet-CSharp/Source/Native
  3. Create a folder called build
  4. Run CMake and select the native and build folder accordingly. Then click Configure and be sure to use the Generator Xcode. After Generating the button Open Project should be clickable (otherwise check the logs inside the build folder to find out what went wrong)Screenschot Cmake
  5. In XCode Edit the schema to build for Release or MinSizeRel
  6. Build the file, you should find your build here: ENet-CSharp/Source/Native/build/Release/libenet.dylib
  7. I merged this ARM build with the x64 build through lipo -create ./libenet.bundle ./libenet.dylib -output merged/libenet.dylib
  8. Add this library to your Plugins folder and be sure to select all CPUs

License

MIT