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This is a Socket.IO relay server to facilitate communication between Unity clients and web browsers.
Each client (Unity or web) must use the same teamHash to be able to communicate with each other. \

In this example we use the teamHash 'd42dd7b40d320c25c2c94aea82199934', but you should change this to a unique hash for your team! \

Unity Clients

Listen for "messageToUnity" events. Read the data object which looks like this: \

{
    teamHash: 'd42dd7b40d320c25c2c94aea82199934',
    content: {
        /* The actual message content sent from the web browser. */
    }
}

Send messages to web browsers by emitting "messageFromUnity" events with a data object like this: \

{
    teamHash: 'd42dd7b40d320c25c2c94aea82199934', 
    content: {
        action: 'someEventName',
        data: { /* any data you want to send to the web browser */ }
    }
}

Web Clients

Listen for "messageToBrowser" events. Read the data object which looks like this: \

{
    teamHash: 'd42dd7b40d320c25c2c94aea82199934',
    content: { /* The actual message content sent from Unity. */ }
}

Send a message to Unity clients by emitting a "messageFromBrowser" event with a data object like this: \

{
    teamHash: 'd42dd7b40d320c25c2c94aea82199934',
    content:
    {
        action: 'someEventName', 
        data: { /* any data you want to send to the web browser */ }
    }
}

Disconnecting Clients

To disconnect all clients associated with a specific teamHash, either Unity or web clients can emit a "disconnectAll" event with this data object: \

{
    teamHash: 'd42dd7b40d320c25c2c94aea82199934'
}