<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Online Word Chain Anroid &amp; IOS(soon)]]></title><description><![CDATA[<p>Hello,</p>
<p>We recently published a mobile game that uses Colyseus as a communication layer between client and server. Unity was the framework that we used in client side.</p>
<p>Its google play link: <a href="https://play.google.com/store/apps/details?id=com.mkcelikbas.OnlineWordChain" rel="nofollow">https://play.google.com/store/apps/details?id=com.mkcelikbas.OnlineWordChain</a></p>
<p>Our general impression towards the Colyseus is highly positive, although we needed some hack in some parts.</p>
<p>Here is the most prominent problem we faced ( not so important though)<br />
client.close() does not trigger anything in client side and for the server side when room.close() is executed, thus we needed to send a message first that says the connection will be closed.</p>
]]></description><link>http://discuss.colyseus.io/topic/153/online-word-chain-anroid-ios-soon</link><generator>RSS for Node</generator><lastBuildDate>Fri, 06 Mar 2026 14:06:19 GMT</lastBuildDate><atom:link href="http://discuss.colyseus.io/topic/153.rss" rel="self" type="application/rss+xml"/><pubDate>Sat, 29 Sep 2018 16:39:22 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Online Word Chain Anroid &amp; IOS(soon) on Invalid Date]]></title><description><![CDATA[<p>Hello,</p>
<p>We recently published a mobile game that uses Colyseus as a communication layer between client and server. Unity was the framework that we used in client side.</p>
<p>Its google play link: <a href="https://play.google.com/store/apps/details?id=com.mkcelikbas.OnlineWordChain" rel="nofollow">https://play.google.com/store/apps/details?id=com.mkcelikbas.OnlineWordChain</a></p>
<p>Our general impression towards the Colyseus is highly positive, although we needed some hack in some parts.</p>
<p>Here is the most prominent problem we faced ( not so important though)<br />
client.close() does not trigger anything in client side and for the server side when room.close() is executed, thus we needed to send a message first that says the connection will be closed.</p>
]]></description><link>http://discuss.colyseus.io/post/508</link><guid isPermaLink="true">http://discuss.colyseus.io/post/508</guid><dc:creator><![CDATA[halilbilgin]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to Online Word Chain Anroid &amp; IOS(soon) on Invalid Date]]></title><description><![CDATA[<p>That's amazing <a class="plugin-mentions-user plugin-mentions-a" href="http://discuss.colyseus.io/uid/144">@halilbilgin</a>, thanks a lot for sharing! I've added your game to the showcase section on the website. Best of luck with your project!</p>
<p>I'd love to hear more about your experience in the client-side, since the Unity client is not so easy to use in comparison to JavaScript, due to the insane amount of typecasting necessary on C#.</p>
<blockquote>
<p>client.close() does not trigger anything in client</p>
</blockquote>
<p>It's likely that this one can be fixed. Unfortunately, the Unity client lacks some good care.</p>
]]></description><link>http://discuss.colyseus.io/post/514</link><guid isPermaLink="true">http://discuss.colyseus.io/post/514</guid><dc:creator><![CDATA[endel]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to Online Word Chain Anroid &amp; IOS(soon) on Invalid Date]]></title><description><![CDATA[<p>Also on a Unity based game with colyseus, is there any source to understand how to process every data that the server sends, it's a hell having to cast every parameter.</p>
]]></description><link>http://discuss.colyseus.io/post/530</link><guid isPermaLink="true">http://discuss.colyseus.io/post/530</guid><dc:creator><![CDATA[jalu]]></dc:creator><pubDate>Invalid Date</pubDate></item></channel></rss>