client.beginconnet and unity3d #362
stevensen4
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Unfortunately the standard .NET Socket class doesn't work with Bluetooth under the Mono runtime, so the implementation in the 32feet library has to p/invoke the underlying Win32 APIs but it doesn't implement everything in Socket. It may be possible to implement this following the existing open-source .NET code. |
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Thank you for your answer. |
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Firstly I would like to say that it is great that this software exists.
I used it, but unfortunately I have programming deficits and a problem.
I would like to use the Bluetooth classic functions on a Windows 10 and 11 platform together with Unity3d.
I have a listener and a client and only the client sends data. That works, basically. There is now a problem if the server stops sending, for example, the client does not notice this. For testing, I have implemented the client in a Wpf application, and with the function client.beginconnet together with a callback, I can determine when the connection is lost. Now I have realised that I apparently cannot use Beginconnect in Unity3D.
What other way could I use to determine that the connection to the client has been lost?
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