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NetMQ + Unity3D, am I wasting my time? #631

@Sohojoe

Description

@Sohojoe

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;

  1. Is there a fundamental problem with Unity3D + NetMQ (i.e. I wasting my time with NetMQ and should look for an alternative)

  2. 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)

  3. 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)

Expected behaviour

Actual behaviour

Steps to reproduce the behaviour

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