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.NET Stream Connector

The guide to the .NET STREAM client connector. It targets desktop and server applications and natively built game engines (Unity, Godot C#).

Web builds do not use this connector. Unity WebGL and Godot Web use the Node/TypeScript connector.

Order Document Content
1 Stream Connector Overview What it is for and where it runs, and its boundary with the server framework
2 Installation and the First Connection Installing the package, the smallest connection, a first send and receive
3 Connector Options The options, their defaults, and when a value is checked
4 Sending Packets send and request, how a packet name is settled, codecs
5 Receiving Packets Registering and unregistering, dispatch mode, the receive queue and its count
6 Connection Lifecycle Connection state, reconnecting, heartbeat, the close reason
7 Error Handling The closed set of error codes and how each language delivers them
8 Unity Using it from a native Unity build
9 Godot C# Using it from a Godot C# project
10 Game Engine Integration Connector choice by engine and the Engine Lobby sample
11 Node Protobuf Messaging protobufjs generation, fixed-type pushes, explicit reply types
12 Node Protobuf Codecs and Types Codec selection, multiple-message limits, server packet names

The file number identifies the same chapter in every language. Chapters 1 to 7 are shared across all five.