Comments (3)
Thanks for the question.
Unity will wait for every thread to finish, otherwise, it becomes frozen. The main thread will already be finished but the NetMQ thread will get stuck listening for messages indefinitely if you use ReceiveFrameString()
.
But if you use TryReceiveFrameString()
, you can force the thread to finish by setting Running
variable to false.
When you stop playing, the HelloClient
will call Stop()
function of the thread, which simply sets Running
as false.
If you want to reduce compute, it's better to use TryReceiveFrameString()
with timeout.
from unity3d-python-communication.
Thank you. Got it now.
About,
If you want to reduce compute, it's better to use
TryReceiveFrameString()
with timeout.
Do you mean something like Thread.sleep() inside run(), to maintain a 60-fps (or unity frame-rate)?
from unity3d-python-communication.
I mean that the function itself has timeout
parameter that you can provide. If you use Thread.sleep you will block the thread from reading the message from server.
You need to check whether they have the timeout parameter in the TryReceiveFrameString()
function.
from unity3d-python-communication.
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