I read a lot of different things about IPC between two C # applications and their pros and cons, but I don’t feel that I have still found a satisfactory answer for my use case.
I have an object that already exists that will change often (I try to attach my tool to the game and use it to debug elements created with the tool). As a result, I do not believe in serialization, because I essentially serialize / de-serialize the object 60 times per second for no good reason. As a result, the pipeline is impossible (or am I not seeing something here?).
When the game runs in Unity, I am limited to .NET 3.5 technologies, so I can’t use the new .NET4 shared memory class.
Thus, it seemed that remotely starting .NET was the way to go. It is less ideal - I do not need network support, the object I want to use is in memory, there is no real reason for the overhead of using a proxy and sending messages to change it.
However, this tutorial , which everyone refers to, does not seem good - the source code does not compile, and when I received it for compilation it crashed. The manual itself does not mention the Cache class, which seems central, and I don’t see, even with the source code, how it will fit my application. Is there a better resource? This is really the best approach.
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