Every 5 secs I am calling the REST using C# script. But the problem is the application lags every 10 secs(InvokeRepeating) and waits for server response and then gives out the result after the lag.
How to overcome this problem ?? I need to access a specific row in realtime so that changes is retrieved without any lag.
The Following code-snippet is used to read REST Api
using UnityEngine;
using System.Collections;
using System.Net;
using System.IO;
using System.Collections.Generic;
using System.Linq;
using System;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
public class Rows {
public string description ;
public float Efficiency;
public bool IsConnected;
public string Lastconnection;
public float MTBF;
public float MTTR;
public string Name;
public float Speed;
public float TemperatureSetPoint;
}
public class GetData : MonoBehaviour
{
string url="http:LocalHost/Data/Properties/";
string username="Administrator";
string password="admin";
string rt;
void Start () {
JToken tok = CallWeb();
}
public JToken CallWeb()
{
{
var httpRequest = (HttpWebRequest)WebRequest.Create (url);
httpRequest.ContentType = "application/json";
string encoded = System.Convert.ToBase64String (System.Text.Encoding.GetEncoding("ISO-8859-1").GetBytes(username+":"+password));
httpRequest.Headers.Add ("Authorization","Basic "+encoded);
httpRequest.Accept = "application/json";
using (HttpWebResponse response = (HttpWebResponse)httpRequest.GetResponse())
using (Stream stream = response.GetResponseStream())
using (StreamReader reader = new StreamReader(stream))
{
rt = reader.ReadToEnd();
JObject data = JObject.Parse(rt);
JToken token = (data["rows"][0]);
return token;
}
}
}
}
From the below code I access the required row and use it in unity.
using UnityEngine;
using System.Collections;
using Newtonsoft.Json.Linq;
using UnityEngine.UI;
public class GetPropertyValues : MonoBehaviour
{
GetData thing = new GetData ();
public GameObject CountText;
public GameObject TempText;
static string CountValue1;
static string CountValue2;
static string TempValue1;
static string TempValue2;
void Start()
{
JToken token = thing.CallWeb ();
foreach (JProperty prop in token)
{
if (prop.Name == "ScrapCount")
{
CountValue1 = prop.Value.ToString ();
CountText.GetComponent<TextMesh> ().text = "Count= "+CountValue1.ToString() ;
Debug.Log ("This is the Count value" + prop.Value);
InvokeRepeating ("countDisplay", 5, 10);
}
if (prop.Name == "OvenTemperature")
{
TempValue1 = prop.Value.ToString ();
TempText.GetComponent<TextMesh> ().text = TempValue1.ToString () + "'C";
Debug.Log ("This is the Temp value" + prop.Value);
InvokeRepeating ("tempDisplay", 5, 10);
}
}
}
void countDisplay()
{
JToken token = thing.CallThingWorx ();
foreach (JProperty prop in token) {
if (prop.Name == "ScrapCount") {
CountValue2 = prop.Value.ToString ();
if (CountValue1 == CountValue2) {
Debug.Log ("count value is still " + CountValue1);
}
else if (CountValue1 != CountValue2) {
CountText.GetComponent<TextMesh> ().text = "Count= " + CountValue2.ToString();
Debug.Log ("count value Changed" + CountValue2);
}
}
}
}
void tempDisplay()
{
JToken token = thing.CallWeb ();
foreach (JProperty prop in token)
{
if (prop.Name == "OvenTemperature")
{
TempValue2 = prop.Value.ToString ();
if (TempValue1 == TempValue2)
{
Debug.Log ("Temp value is still " + TempValue1);
}
else if (TempValue1 != TempValue2)
{
TempText.GetComponent<TextMesh> ().text = TempValue2.ToString() +"'C";
Debug.Log ("Temp value Changed" + TempValue2);
}
}
}
}
}
you seem to be doing a synchronous request. Try to use what Unity provides
https://docs.unity3d.com/Manual/UnityWebRequest.html
This will keep your app running while fetching the data. The else statement is where your action will be once the download is done.