I have been able to get my Networking library working for all supported platforms of Unity. This includes the following:
TCP (includes client tracking and broadcasting)
UDP/R-UDP (unreliable and reliable)
HTTP/HTTPS (includes GET, POST, PUT, and DELETE)
Multi-Threaded structure (while still holding main thread variable integrity)
Event driven (register events for almost anything, including: player disconnection, message sent, errors, etc.)
RPC (remote...
Superpowered Cross platform networking library (including Windows Universal Apps)
TCP (includes client tracking and broadcasting)
UDP/R-UDP (unreliable and reliable)
HTTP/HTTPS (includes GET, POST, PUT, and DELETE)
Multi-Threaded structure (while still holding main thread variable integrity)
Event driven (register events for almost anything, including: player disconnection, message sent, errors, etc.)
RPC (remote...
Superpowered Cross platform networking library (including Windows Universal Apps)