You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
It works very well with Unity's IL2CPP/AoT because there is no native dll dependency or marshalling. I use IL2CPP exclusively for my mobile ports.
Hazel does not support fragmented messages. I am somewhat lukewarm on it because I have no personal need for that feature, and I haven't gotten any feedback about it. I added a statistic Connection.Statistics.FragmentableMessagesSent that counts messages sent over 1200 bytes and found I never did that. For everything between 1200 and 64kb, UDP will fragment unreliably which will cause a disconnect when Hazel sends a reliable message over 1200 bytes through a no-fragment connection.
Hazel also does not support reliable ordered, however because it supports reliable sending, I tend to implement ordering at the application layer. I'm less likely to add this into Hazel because I want to keep Hazel very minimal. I don't like libraries that add extra overhead for features I may or may not use. But I might be tempted to craft and include helper classes that make ordered messaging straightforward at the application layer.
Also, does it work well with Unity Android/IOS Aot? And does it support reliable ordered? Thanks for any info!
The text was updated successfully, but these errors were encountered: