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Description
I have been trying to implement a basic REQ/REP model with Unity3D (Mac OS X) acting as the server and python as the client. It works OK as a standalone Unity program. However Unity will soft-lock after 10-40 frames if i run with the Mono Develop debugger attached (requiring a Force Quit)
I have read through the numerous open and closed issues with regards to problems with NetMQ and Unity3D;
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Is there a fundamental problem with Unity3D + NetMQ (i.e. I wasting my time with NetMQ and should look for an alternative)
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or, is there a localized problem only when attaching Mono Develop debugger to Unity3D + NetMQ (i.e. NetMQ is good for production but I should look for another solution for debugging)
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or, it's something hookey with what I'm trying to do (so either we debug that or I change my architecture)
Things I have tried
- building NetMQ and AsyncIO from master
- adding AsyncIO.ForceDotNet.Force ();
- adding NetMQConfig.ManualTerminationTakeOver();
- adding NetMQConfig.ContextCreate(true);
- using RouterSocket instead of ResponseSocket
- running server code on a seperate thread (per one of the example in the Issues
Environment
NetMQ Version:
- NetMQ 4.0.0-rc5
- AsyncIO 0.1.26
(Note: I started with the Nuget version of NetMQ and AsyncIO; then I built locally from git.Master)
Operating System:
- MacOS 10.12.1
.NET Version:
- Unity 5.4.3f1
- Python 2.7 (for the client)