using UnityEngine; using NativeWebSocket; public class Connection : MonoBehaviour { WebSocket websocket; async void Start() { websocket = new WebSocket("ws://localhost:8501?token=1"); websocket.OnOpen += () => { Debug.Log("Connection open!"); }; websocket.OnError += (e) => { Debug.Log("Error! " + e); }; websocket.OnClose += (e) => { Debug.Log("Connection closed!"); }; websocket.OnMessage += (bytes) => { Debug.Log("OnMessage!"); Debug.Log(bytes); // getting the message as a string // var message = System.Text.Encoding.UTF8.GetString(bytes); // Debug.Log("OnMessage! " + message); }; // Keep sending messages at every 0.3s // InvokeRepeating("SendWebSocketMessage", 0.0f, 0.3f); // waiting for messages await websocket.Connect(); } void Update() { #if !UNITY_WEBGL || UNITY_EDITOR websocket.DispatchMessageQueue(); #endif } async void SendWebSocketMessage() { if (websocket.State == WebSocketState.Open) { // Sending bytes await websocket.Send(new byte[] { 10, 20, 30 }); // Sending plain text await websocket.SendText("plain text message"); } } private async void OnApplicationQuit() { await websocket.Close(); } }