Kafka Consumption in Unity - unity3d

I'd like to visualize a Kafka stream using Unity3D. What's the best way to get access to the data stream in Unity?
I have written basic consumers in Node and C#, but I'm not sure how to incorporate them into Unity. Any help appreciated!

I dont come with a complete solution, because I'am working on the problem currently. The main problem I encountered with unity3D is to execute things in a separate thread, separate from the game loop which is a thread itself. I you succeed to execute code outside of the game loop and then pass data between your thread and the main loop you are done. and You then should use https://github.com/confluentinc/confluent-kafka-dotnet
There is another problem, unity want manage every thing with the lib and it conflict with visual studio lib versions and with nugget. So you have to find a workflow to counter that. If you go full visual studio you will loose the unity interface simplicity. In general you import your lib and then unity mess it.

Related

Can you turn a Unreal Project .EXE into .uproject?

I have a .exe file, called Sonic Infinity Engine Plus, that was built in UE4.
This was released public without source code download, so I am unable to modify it.
However, this game was released with an Unreal terminal (accessed by the `/~ key). I'm wondering if there is any way I could retrieve the source code.
Image of terminal in-game
If anybody knows such command, like build source, it would be helpful to know.
If you need more information I couldn't think of off the top of my head, please let me know!
Thanks, Omega207
As user Rotem replied, there is no known way to retrieve the "source code" as I thought it could. This is due to complications with decompiling UE4 source code.
This is due to the fact that Unreal tends to hide source to most who use it, and is therefor up to the creators to distribute source code (which is all the files creating the .exe file).
Since the source was never distributed public, there is officially no possible way to modify this engine as the creators meant it to be.

Is there a way to convert a game made with ImpactJS to Unity?

I know that is possible export Unity projects to WebGL, but is there a way to use code from a ImpactJS project on Unity?
I checked the web for converter and found none, so unless I missed something, what you are trying to do is impossible.
There is always a way to convert. Sometimes it may require some manual fixing. Generally most languages are similar enough that you can automate many parts. The art assets are often re-usable, for example.
No. Unity converts it's own framework and system of gameobjects and c# code that you write into WebGL code.
However, if you have computing and business code that does not do much with the canvas/UI then that code can be copied over somewhat. For code that is purely computational or business logic, you can use any online tool to convert javascript into C# code with some success.
My guess is that if most of your code dealt with the canvas and UI and interaction, that none of that code will be able to be reused.

How do I export a steam game into a unity package

I've been wanting to mod hollow knight for a while now and since I have recently gained experience with the unity game engine I thought I would try it out. The only problem is I can't really find a way to export the files into unity and so far have found no tutorials online maybe exporting it into a package is not the answer so I'm just curious on how to import the files into unity.
That's not really how game modding works. You won't be able to import the compiled game's assets into Unity. If the game uses the Mono runtime (not IL2CPP), you can find the DLL files that contain the game's logic, decompile them (using a decompiler like dotPeek), make modifications to the game's source code (for example, adding your own logic to change behavior and load additional assets), recompile the code, and replace the game's original DLLs with your modified version.

Is it possible to use Unity3D NavMesh in a server application?

Unity3D contains a core dll that called UnityEngine.dll. That library contains all logic for the engine, like NavMesh.
Is it possible to use that dll in other applications, for example console applications, feed NavMesh with baked NavMesh from scene and perform navigation?
In other words, I want to create a game server that will navigate all agents and send to clients new positions of them.
No it is not possible.
This question was asked by a Unity user few years ago and he got the no answer from a Unity engineer. He tried that and failed. Unfortunate I am not able to find that question again but the answer the user got made sense.
According to the post as I remember, he said that all the UnityEngine.dll file contains all the classes you see while programming and those are for reference and complier only. He also said that the UnityEngine.dll file does not include the run-time file required to make it work alone in other application.
The Unity compiler generates the required dlls or files needed to run a Unity game.

Can I write software using Unreal Engine 4 without compiling Unreal Engine 4 from source?

I just watched a video on YouTube: Introduction to UE4 on GitHub
Basically explaining how to get the Unreal Engine 4 source code from GitHub and how to build it in VS2013.
Now I understand the need for this if people want to make modifications to the engine itself, but if I want to use the engine as is and just program games with it, do I need to do all this?
I'm building it right now (75 minutes and counting), because I watched a UE4 programming tutorial and noticed that I was missing a few things that the programmer in the tutorial had (thought maybe because I didn't compile the Engine). I figured I needed to build the Engine because another UE4 programming tutorial said "I assume you have already downloaded the engine source from GitHub and compiled it in VS2013", nobody says why, nobody clearly states whether or not this is required to make a game in C++ using Unreal Engine 4.
No you dont need the whole engine. There is a difference between the code which builds the editor and the code which builds your game. If you only want to program your game you should create a new "code project" and modify the code you're getting after creating the new project.