Tuesday, February 13, 2024
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Apple iOS Multicast utilizing Godot 4.2.1, C#, XCode


I’m utilizing Godot 4.2.1 and C# (.NET 8.0.1) to create an app. In Godot the app is exported to an XCode challenge so it may well then be constructed to run on IOS units. Entry WiFi is checked within the Godot presets I’ve the multicast entitlement from Apple. Communication over UDP utilizing Unicast to ship and obtain packets works accurately on iOS, macOS and Android units.

To set the multicast entitlement, the challenge title is chosen in XCode, to open an enormous dialog field with a number of tabs. Click on on the tab Signing and Capabilities. So as to add the multicast to the challenge “+ Functionality” is clicked, seek for “multi” which brings up multicast networking. Click on on multicast networking so as to add it to the challenge.
Add Multicast Entitlement

Then in the identical dialog field, click on the tab construct settings and below “Signing” code signing identification is modified to iOS developer for all Debug and launch gadgets.

Build Setting update

The challenge is then constructed and run on the iOS machine. The symptom is that no multicast packets are obtained.

The multicast receiving code under works on macOS and Android units so there should be one thing happening with the iOS units that I am lacking.

The UDP server is configured in C# code as a _listener:

 non-public const string MULTICAST_ADDRESS = "239.255.1.1";
 non-public const int BCON_PORT = 49707;

_listener = new UdpClient();
_listener.ExclusiveAddressUse = false;
_listener.JoinMulticastGroup(IPAddress.Parse(MULTICAST_ADDRESS));
_listener.Consumer.Bind(new IPEndPoint(IPAddress.Any, BCON_PORT));



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