LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

DownloadHandler.ReceiveData

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

protected function ReceiveData(data: byte[], dataLength: int): bool;
protected bool ReceiveData(byte[] data, int dataLength);

Parameters

data A buffer containing unprocessed data, received from the remote server.
dataLength The number of bytes in data which are new.

Returns

bool True if the download should continue, false to abort.

Description

Callback, invoked as data is received from the remote server.

This callback is invoked on the main thread.

Data arriving from the remote server for a DownloadHandlerScript is kept in a temporary ringbuffer.

When there is unprocessed data in the buffer, this method will be called once per frame to hand chunks of that data to script. (If multiple datagrams arrive within one frame, they will be combined before being passed to this callback.) The data byte array contains the received data.

When operating in non-preallocated mode, the system will allocate a new byte array each time this callback is invoked. In this case, data.Length will be equal to dataLength, and you may safely ignore the dataLength argument.

When operating in preallocated mode, the data argument will be the byte array passed in at construction time, and the dataLength argument indicates which bytes in the byte array are new. (Important: The system does not zero-out the array between calls.)

See DownloadHandlerScript.ctor for more information on allocation modes.