
LiteNetLib already provides a good example for creating a basic server / client set up in their documents, but if we want to use it with Unity there’s a few extra steps we’ll need to take. This article intends to cover the missing steps, and assume you already have LiteNetLib added to your Unity project. If you need guidance on adding LiteNetLib check out: How to Setup LiteNetLib With Unity
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Continuing off the previous post about how to build a basic server / client set up with LiteNetLib it’s time to talk about sending data. Because, well, a network set up that doesn’t actually send any data is kind of useless.
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TL;DR Download the most recent stable release source code zip and copy the /LiteNetLib
folder to the Plugins
folder in your Unity project.
LiteNetLib is an UDP networking library that can be used for building multiplayer games with Unity. If you have any experience working with Lidgren you’ll feel right at home with LiteNetLib. LiteNetLib is not Unity specific, but it’s a popular choice.
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With the rise of ASP.NET Core over ASP.NET 4.x, the built in authentication has undergone a shift from role-based access control (RBAC) to claim-based access control (CBAC). The most notable change is the User
property on HttpContext
is now of type ClaimsPrincipal
instead of IPrincipal
. Before we get to far ahead of ourselves though, lets start with the basics and build our way up.
ASP.NET Core supports dependency injection directly out of the box. For Web APIs this is useful for automatically resolving dependencies needed by controllers, or if you’re a fan of Uncle Bob’s Clean Architecture it can be used to inject external dependencies such as the database into the inner layers.
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The Cherokee strikes again. A couple weeks back when my exhaust snapped just before the catalytic converter I noticed my muffler had a minor leak. It wasn’t anything major and wasn’t loud so I figured I could probably just run it till spring and deal with it when it was warmer out.
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Coming from the .NET world String.Format()
was by far my most used function for generating user readable error / log messages. After jumping over to TypeScript, I was bummed to learn that no similar function existed. However, it wasn’t so bad, after all console.log()
allows us to pass multiple parameters and has no trouble logging them.

Hyper Text Transfer Protocol (HTTP) powers the web. It’s the silent work horse used to carry data between servers and clients, and is the reason why all URLs start with HTTP, or HTTPS. For those new to HTTP, it can be though of as clients (users) making requests that are sent to servers which then reply back with responses. Only servers can make responses, and only clients can make requests.
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I’ve honestly been very lucky with my Jeep. My previous daily driver was a 2009 Subaru Legacy, and while it may have been excellent in the snow it had a very high cost of ownership. I figured out that it was costing me on average $100 in maintenance per 1000 miles travelled. It may sound silly to have sold the Subaru and bought a Jeep that was 9 years older but I have zero regrets doing so. The Jeep has never left me stranded, and never surprised me with an issues until recently.
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HTTP cookies are small bits of text that are included with each HTTP request made from a user’s web browser to web servers. HTTP is a stateless protocol which means each requests is treated as a unique command, and no state data is maintained. Cookies were designed to fill this gap, and allow servers to associate data with user’s as they traverse sites. Cookies are commonly used by sites to hold authentication tokens, tracking ids, or save user preferences.
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