unity UDP传输消息

不和你多BB,直接上代码

接收端

using UnityEngine;
using System.Collections;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;

public class UDPServer : MonoBehaviour
{
    public string recvStr;

    Socket socket;
    EndPoint clientEnd;
    IPEndPoint ipEnd;
    string sendStr;
    byte[] recvData = new byte[1024];
    byte[] sendData = new byte[1024];
    int recvLen;
    Thread connectThread;
    //初始化
    void InitSocket()
    {
        ipEnd = new IPEndPoint(IPAddress.Any, 8888);
        socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
        socket.Bind(ipEnd);
        //定义客户端
        IPEndPoint sender = new IPEndPoint(IPAddress.Any, 0);
        clientEnd = (EndPoint)sender;
        print("等待连接数据");
        //开启一个线程连接
        connectThread = new Thread(new ThreadStart(SocketReceive));
        connectThread.Start();
    }
    void SocketSend(string sendStr)
    {
        sendData = new byte[1024];
        sendData = Encoding.UTF8.GetBytes(sendStr);
        socket.SendTo(sendData, sendData.Length, SocketFlags.None, clientEnd);
    }
    //服务器接收
    void SocketReceive()
    {
        while (true)
        {
            recvData = new byte[1024];
            recvLen = socket.ReceiveFrom(recvData, ref clientEnd);
          //  print("已连接到: " + clientEnd.ToString()); //打印客户端信息
            recvStr = Encoding.UTF8.GetString(recvData, 0, recvLen);
            Debug.Log(recvStr + "收到的");
            //将接收到的数据经过处理再发送出去
            //  sendStr = "来自服务器: " + recvStr;
            // SocketSend(sendStr);
        }
    }

    //连接关闭
    void SocketQuit()
    {
        //关闭线程
        if (connectThread != null)
        {
            connectThread.Interrupt();
            connectThread.Abort();
        }
        //最后关闭socket
        if (socket != null)
            socket.Close();
        Debug.LogWarning("断开连接");
    }

    // Use this for initialization
    void Start()
    {
        InitSocket(); //在这里初始化server
    }

    void OnApplicationQuit()
    {
        SocketQuit();
    }

}

发送端

using UnityEngine;
using System.Collections;
using System;
using System.IO;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;

public class UDPClient : MonoBehaviour
{
    public string recvStr;
    public string UDPClientIP = "192.168.6.85";//服务端的IP.自己更改;
    string editString = "hello wolrd";
    Socket socket;
    EndPoint serverEnd;
    IPEndPoint ipEnd;

    string sendStr;
    byte[] recvData = new byte[1024];
    byte[] sendData = new byte[1024];
    int recvLen = 0;
    Thread connectThread;

    void Start()
    {
        Read(path);
        UDPClientIP = UDPClientIP.Trim();
        //Debug.LogWarning(UDPClientIP);
        InitSocket(); //在这里初始化
    }
    public void Read(string path)
    {
        StreamReader sr = new StreamReader(path, Encoding.Default);
        string line;

        //print(line);
        for (int i = 0; i < 1; i++)
        {
            line = sr.ReadLine();
            //print(line);
            string[] s = line.Split(':');
            
            switch (i)
            {
                case 0:
                    UDPClientIP = s[1];
                    //  print(UDPClientIP);
                    break;
            }
        }
     }
    void InitSocket()
    {
        //Debug.Log(UDPClientIP);
        ipEnd = new IPEndPoint(IPAddress.Parse(UDPClientIP), 8888);
        socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
        IPEndPoint sender = new IPEndPoint(IPAddress.Any, 0);
        serverEnd = (EndPoint)sender;
        print("等待连接");
        SocketSend("hello");
        print("连接");
        //开启一个线程连接
        connectThread = new Thread(new ThreadStart(SocketReceive));
        connectThread.Start();
    }
    void SocketSend(string sendStr)
    {
        //清空
        sendData = new byte[1024];
        //数据转换
        sendData = Encoding.UTF8.GetBytes(sendStr);
        //发送给指定服务端
        socket.SendTo(sendData, sendData.Length, SocketFlags.None, ipEnd);
    }

    //服务器接收
    void SocketReceive()
    {
        while (true)
        {

            recvData = new byte[1024];
            try
            {
                recvLen = socket.ReceiveFrom(recvData, ref serverEnd);
            }
            catch (Exception e)
            {
            }

            print("message from: " + serverEnd.ToString());
            if (recvLen > 0)
            {
                recvStr = Encoding.UTF8.GetString(recvData, 0, recvLen);
            }

            print(recvStr);
        }
    }

    //连接关闭
    void SocketQuit()
    {
        //关闭线程
        if (connectThread != null)
        {
            connectThread.Interrupt();
            connectThread.Abort();
        }
        //最后关闭socket
        if (socket != null)
            socket.Close();
    }
    void OnApplicationQuit()
    {
        SocketQuit();
    }

    void Update()
    {

    }
    private string path;
    private void Awake()
    {
        path = "C:\\ip.txt";
    }

    public void ButtonSend(string a)
    {
        SocketSend(a);
    }

    public void ButtonDoSomething()
    {
        ButtonSend("DoSomething");
     
    }
   

}

我的ip是外部可更改的,不需要的自己注释掉

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