.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.
Related Documents¶
- Public contract:
.NETpublic contract - Server guide:
.NETserver guide