Publisher | Funkhouse Games |
---|---|
File size | 2.77MB |
Number of files | 58 |
Latest version | 1.1.0 |
Latest release date | 2020-06-22 10:06:15 |
First release date | 2020-05-26 01:39:11 |
Supported Unity versions | 2018.4.2 or higher |
Feature List
- Connect to MySQL databases directly from Unity.
- Create your database tables with simple to use annotations.
- Built on top of PetaPoco, a lightweight & thin ORM.
- Repository classes that can be used to fetch/cache data.
- All classes built with Dependency Injection & Inversion of Control in mind.
- 100% of source code is included alongside compiled DLLs.
- Usable in Unity versions which support .NET 4.0+, including most experimental builds (2017.1+, 2018.1+).
- Tested with Windows, MacOS, and Linux (Ubuntu 20.04) builds.
Note that this plugin is not intended to be used in player facing clients. By including your database credentials, hackers can decompile your code and access your database directly.
Instead, this is more intended for use by authoritative headless servers which may need direct access to a database.
For shipping data to the player’s client, we are working on publishing a set of Synchronous TCP, Asynchronous TCP, and UDP server/clients that will demonstrate how to ship your database data down to the player client via sockets. For now, it is recommended that you check out other socket / web solutions for client side database access.
- Connect to MySQL databases directly from Unity.
- Create your database tables with simple to use annotations.
- Built on top of PetaPoco, a lightweight & thin ORM.
- Repository classes that can be used to fetch/cache data.
- All classes built with Dependency Injection & Inversion of Control in mind.
- 100% of source code is included alongside compiled DLLs.
- Usable in Unity versions which support .NET 4.0+, including most experimental builds (2017.1+, 2018.1+).
- Tested with Windows, MacOS, and Linux (Ubuntu 20.04) builds.
Note that this plugin is not intended to be used in player facing clients. By including your database credentials, hackers can decompile your code and access your database directly.
Instead, this is more intended for use by authoritative headless servers which may need direct access to a database.
For shipping data to the player’s client, we are working on publishing a set of Synchronous TCP, Asynchronous TCP, and UDP server/clients that will demonstrate how to ship your database data down to the player client via sockets. For now, it is recommended that you check out other socket / web solutions for client side database access.