Hello, i am in need of answers for some questions regarding mirror's use 😅
I must be doing something wrong but I don't identify what.
I have two devices that should communicate. One is an android phone, and will act as the server.
Others will be oculus quest and will act as clients.
What is working :
Server start.
Client's network discovery works.
Client connect to server successfully.
But the instant I try to execute
NetworkClient.send(myStructMessage) the client disconnect. (Without errors or log)
Now I have two constraints :
-
this is two separate unity projects for server and client. (I spend two hours searching and finally finding that hidden secretHandshake variable that I had to set identically to both projects)
-
the network related code cannot be identical, as there is some very project specific assets and code running differently on both side
What I'm simply trying to achieve is to send some device infos ( ID, battery, string) from the client to the server, and the server to send simply a boolean to one client.
(All of this is in LAN)
I'm using a struct inheriting from networkmessage, of course it's definition is identical in the server and client.
Is there a chance I will get it to work without rewriting a lot of stuff ?
Thanks in advance !