Sending and Receiving Data Using TCP | C# Networking Tutorial – Part 2



Sending and Receiving Data Using TCP | C# Networking Tutorial – Part 2

Sending and Receiving Data Using TCP | C# Networking Tutorial - Part 2

In this second part of my C# networking tutorial series, we make it possible for our Unity clients and our dedicated server to start sending and receiving data using TCP.

THIS SERIES IS OUTDATED! Check out the NEW & IMPROVED videos: https://youtu.be/6kWNZOFcFQw

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Packet class: https://github.com/tom-weiland/tcp-udp-networking/blob/tutorial-part2/GameServer/GameServer/Packet.cs
ThreadManager class: https://github.com/tom-weiland/tcp-udp-networking/blob/tutorial-part2/GameClient/Assets/Scripts/ThreadManager.cs
Compare your code to mine on GitHub: https://github.com/tom-weiland/tcp-udp-networking/tree/tutorial-part2

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Building multiplayer games is a complex topic. Since every game has its own specific needs when it comes to networking, any one-size-fits-all options will likely come with a downside. You’ll end up making trade-offs between performance, certain features, ease of use, and cost.

So what’s the alternative? You can build your own networking solution! That may sound daunting—and it’s by no means easy—but by the end of this step by step Unity networking tutorial series, you’ll have learned the fundamentals of how to make a multiplayer game in Unity, even if you’re completely new to networking! You’ll also learn a ton about how not only games, but also how connected software in general use TCP and UDP to communicate. In this Unity multiplayer tutorial series, we’ll be building a dedicated game server from scratch, which is essential if you want to prevent cheating.

#UnityTutorial #Multiplayer #Unity3D #Networking #GameDev #Server #Client

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“Interplanetary Forest” by Meydän is licensed under a Creative Commons Attribution license (https://creativecommons.org/licenses/…)
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