This library packages the official WebSocket .NET SDK for Pusher Channels as a .unitypackage
and an UPM package
to make it easier to use in Unity projects. For API documentation, see the pusher-websocket-dotnet README.
BaseProject
a Unity Base project which demonstrates how to integrate Pusher Channels with UnityBuilds
a build environment for the PusherWebsocketUnity
unitypackage and the Unity Package Manager (UPM) releaseExamples
example projects that combines Unity and Pusher Channelsunitypackage
or via Unity Package Manager (UPM)1.1 - Create a Pusher Channels app at https://pusher.com/channels
2.1.1 - Download the latest PusherWebsocketUnity-2.3.0-beta+230104.unitypackage
from releases
2.1.2 - Open a new/existing Unity project and make sure it is being opened by a supported version of Unity
2.1.3 - [if your Unity version is 2018.x.x] Make sure that under Edit -> Project Settings -> Player
the Configuration -> Scripting Runtime Version
is set to .NET 4.x Equivalent.
2.1.4 - Click on Assets -> Import Package -> Custom Package...
, find and select the PusherWebsocketUnity-2.3.0-beta+230104.unitypackage
and click Import on the Import Unity Package
window.
WARNING this method works only if your version of Unity is 2018.3.x or greater, if you don't satisfy that, use the unitypackage method.
2.2.1 - [if your Unity version is 2018.x.x] Make sure that under Edit -> Project Settings -> Player
the Configuration -> Scripting Runtime Version
is set to .NET 4.x Equivalent.
2.2.2 - Open Packages/manifest.json
with your favourite editor and add the following in your dependencies
(make sure to respect JSON commas):
{
"dependencies": {
...
"com.pusher.pusherwebsocketunity": "https://github.com/pusher/pusher-websocket-unity.git#2.3.0-beta+230104"
}
}
2.2.3 - Now Unity should auto resolve dependencies and fetch the newly defined package.
NOTE: You can ignore the following steps if using Mono
3.1 - Add the following to the link.xml
file located at /Assets
. If the file doesn’t exist, then create it.
<linker>
<assembly fullname="PusherClient" preserve="all"/>
</linker>
3.2 - Don't use any methods in the PusherClient namespace that contain dynamic types. Using these methods will result in a runtime crash as IL2CPP doesn’t support dynamic types due to it's AOT compiler. An example of this is the Channel.Bind(string, Action<dynamic>)
method, instead use the overload methods.
4.1 - Copy the sample PusherManager.cs
into your project's Assets folder and add your keys as values for private const string APP_KEY
and private const string APP_CLUSTER
obtained when you created the Pusher Channels app in the dashboard.
4.2 - Create a new GameObject, by going on GameObject -> Create Empty
. Drag the PusherManager.cs
script onto the GameObject Inspector to set it as a script for the object.
4.3 - Save and click Play to start the game in Unity.
4.4 - Verify that Connection state changed
, Connected
, Subscribed
is logged in the Console tab.
4.5 - You can now customize the channel name (by default is "my-channel"
) and events to bind to (by default is "my-event"
) in the PusherManager.cs
script.
To update the version of the .unitypackage
you can delete the Assets/PusherWebsocketUnity
directory and repeat the install steps.
To update the version of com.pusher.pusherwebsocketunity
you just need to check the available versions in releases and change the package version in the Packages/manifest.json
, like so:
From:
"com.pusher.pusherwebsocketunity": "https://github.com/pusher/pusher-websocket-unity.git#0.0.0+000000"
To:
"com.pusher.pusherwebsocketunity": "https://github.com/pusher/pusher-websocket-unity.git#2.3.0-beta+230104"
The supported platforms should be the ones that can be targeted by Unity. Thus far we tested this, and can confirm the library works, on: