-
-
Notifications
You must be signed in to change notification settings - Fork 182
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Platform implement #301
Comments
We use this communication method in a game to connect our clients and servers. We have a Unity client for Android, iOS, and WebGL connected via WebSockets. Additionally, we have a Blazor WebGL app that communicates using the same shared library used by Unity with our .NET server. We have added the MemoryPack formatter support for our endpoints, so all serialization is performed using JSON or the memory pack, which works pretty well. It's important to note that the payload may not always be smaller than JSON + compression (GZIP, Brotli, etc). However, if your server can generate the serialized data with minimal resources and the payload is small enough (the case when using MemoryPack), it's a good trade-off. Also, you can enable compression, but in our case, it wasn't necessary. |
Can MemoryPack work well on mobile platforms such as Android, iOS, or WebGL platform?
The text was updated successfully, but these errors were encountered: