3.9 KiB
Unity3D OSX + ZeroTier SDK
Welcome!
We want your Unity apps to talk directly over a flat, secure, no-config virtual network without sending everything into the "cloud". Thus, we introduce the ZeroTier-Unity3D integration!
Our implementation currently intends to be the bare minimum required to get your Unity application to talk over ZeroTier virtual networks. As a result, we've created an API that is very similar to the classic BSD-style sockets API. With this basic API it is possible to construct more abstracted network layers much like Unity's LLAPI and HLAPI.
API
Join(nwid): Joins a ZeroTier virtual networkLeave(nwid): Leaves a ZeroTier virtual networkSocket(family, type, protocol): Creates a ZeroTier-administered socketBind(fd, addr, port): Binds to that socket on the address and port givenListen(fd, backlog): Puts a socket into a listening stateAccept(fd): Accepts an incoming connectionConnect(fd, addr, port): Connects to an endpoint associated with the givenfdWrite(fd, buf, len): Sends data to the endpoint associated with the givenfdRead(fd, buf, len): Receives data from an endpoint associated with the givenfdCLose(fd): Closes a connection with an endpoint
Adding ZeroTier to your Unity app
Step 1: Create virtual ZeroTier virtual network
Step 2: Add plugin to Unity project
- Create folder
Assets/Plugins - Place
ZeroTierSDK_Unity3D_OSX.bundlein folder
Step 3: Include wrapper class source
- Drag
ZeroTierNetworkInterface.csinto yourAssetsfolder.
Step 4: Create and use a ZeroTierNetworkInterface object
- See examples below for how to use it!
Examples
Start by creating a ZeroTierNetworkInterface object and calling
Calling ZeroTier.Init() will start the network service in a separate thread. You can check if the service is running by checking ZeroTier.IsRunning(). Then, connecting and sending data to another endpoint would look something like the following:
Using ZeroTier Sockets API
Server example
public class Example
{
public ZeroTierNetworkInterface zt;
public void example_server()
{
Thread connectThread = new Thread(() => {
// Create ZeroTier-administered socket
int sock = zt.Socket ((int)AddressFamily.InterNetwork, (int)SocketType.Stream, (int)ProtocolType.Unspecified);
zt.Bind(sock, "0.0.0.0", 8000);
zt.Listen(sock, 1);
// Accept() client connection
int accept_sock = -1;
while(accept_res < 0) {
accept_sock = zt.Accept(sock);
}
// Read data from client
char[] msg = new char[1024];
int bytes_read = 0;
while(bytes_read >= 0) {
bytes_read = zt.Read(accept_sock, ref msg, 80);
string msgstr = new string(msg);
Debug.Log("MSG (" + bytes_read + "):" + msgstr);
}
});
connectThread.IsBackground = true;
connectThread.Start();
}
}
Client example
public class Example
{
public ZeroTierNetworkInterface zt;
public void example_client()
{
Thread connectThread = new Thread(() => {
// Create ZeroTier-administered socket
int sock = zt.Socket ((int)AddressFamily.InterNetwork, (int)SocketType.Stream, (int)ProtocolType.Unspecified);
zt.Connect (sock, "0.0.0.0",8000);
zt.Write(sock, "Welcome to the machine!", 24);
});
connectThread.IsBackground = true;
connectThread.Start();
}
}
Design and structure of the ZeroTier Unity OSX Bundle
XCode: New XCode project Select Cocoa bundle as target Add C linkages to external functions Build as 64bit (not universal)
Unity:
Select x86_64 build target in Build Settings
In new C# script asset:
[DllImport ("ZeroTierUnity")]
private static extern int unity_start_service ();
Add asset to GameObject Start ZT service
Future Roadmap
With the ZeroTier sockets API in place, higher-level functionality such as lobbies, chat, and object synchronization could easily be built on top.