WebSocket is a high level protocol compared to plain TCP connections, while it keeps similiarities with its simple API. While they have similar naming too, it must be highlighted that a WebSocket connection must go through a HTTP upgrade process and it can't connect to a plain TCP socket that implements a custom protcol to exchange messages!


Constructor to specify only the server’s endpoint:

var webSocket = new WebSocket(new Uri("wss://echo.websocket.org"));

Constructor to add origin, protocol and used extension information:

var webSocket = new WebSocket(uri: new Uri("wss://echo.websocket.org"), origin: "echo.websocket.org", protocol: "Echo", extensions: null);


  • OnOpen

Called when connection to the server is established. After this event the WebSocket’s IsOpen property will be True until we or the server closes the connection or if an error occurs.

webSocket.OnOpen += OnWebSocketOpen;
private void OnWebSocketOpen(WebSocket webSocket)
	Debug.Log("WebSocket is now Open!");
  • OnMessage

Called when a textual message received from the server.

webSocket.OnMessage += OnMessageReceived;
private void OnMessageReceived(WebSocket webSocket, string message)
	Debug.Log("Text Message received from server: " + message);
  • OnBinary

Called when a binary blob message received from the server.

webSocket.OnBinary += OnBinaryMessageReceived;
private void OnBinaryMessageReceived(WebSocket webSocket, byte[] message)
	Debug.Log("Binary Message received from server. Length: " + message.Length);
  • OnBinaryNoAlloc

New in v2.7.0. This is almost the same as OnBinary, but instead of receiving a byte array, it receives a BufferSegment:

webSocket.OnBinaryNoAlloc += OnBinaryNoAlloc;

private void OnBinaryNoAlloc(WebSocket webSocket, BufferSegment buffer)
    Debug.Log("Binary Message received from server. Length: " + buffer.Count);

The received bytes can be accessed through the buffer’s Data field. In most cases Data is a larger array then the received message so it’s important to use the buffer’s Count field instead of Data.Length!

private void OnBinaryNoAlloc(WebSocket webSocket, BufferSegment buffer)
    Debug.Log("Binary Message received from server. Length: " + buffer.Count);

    using (var stream = System.IO.File.OpenWrite("path\to\file"))
        // This is BAD, don't use it like this!
        //stream.Write(buffer.Data, 0, buffer.Data.Length);

        // Good:
        stream.Write(buffer.Data, buffer.Offset, buffer.Count);
  • OnClosed

Called when the client or the server closes the connection. When the client closes the connection through the Close function it can provide a Code and a Message that indicates the reason for closing. The server typically will echoes our Code and Message back.

webSocket.OnClosed += OnWebSocketClosed;
private void OnWebSocketClosed(WebSocket webSocket, UInt16 code, string message)
	Debug.Log("WebSocket is now Closed!");
  • OnError

Called when can’t connect to the server, an internal error occurs or when the connection is lost. The second parameter is string describing the error.

webSocket.OnError += OnError;

void OnError(WebSocket ws, string error)
	Debug.LogError("Error: " + error);
  • OnIncompleteFrame

Longer text or binary messages are fragmented, these fragments are assembled by the plugin automatically by default. This mechanism can be overwritten if we register an event handler to the WebSocket’s OnIncompleteFrame event. This event called every time the client receives an incomplete fragment. If an event hanler is added to OnIncompleteFrame, incomplete fragments going to be ignored by the plugin and it doesn’t try to assemble these nor store them. This event can be used to achieve streaming experience. It’s not available under WebGL!

  • OnInternalRequestCreated

Called when the internal HTTPRequest object created. The plugin might call it more than once for one WebSocket instance if it has to fall back from the HTTP/2 implementation to the HTTP/1 one. It’s not available under WebGL.


All methods are non-blocking, Open and Close just starts the opening and closing logic, Send places the data to a buffer that will be picked up by the sender thread.

  • Open

Calling Open() we can start the connection procedure to the server.

  • Send

Sending out text messages:

webSocket.Send("Message to the Server");

Sending out binary messages:

// Allocate and fill up the buffer with data
byte[] buffer = new byte[length];


Large messages (larger than 32767 bytes by default) are sent fragmented to the server.

Websocket frames produced by the Send methods are placed into an internal queue and a sender thread going to send them one by one. The BufferedAmount property keeps track the amount of bytes sitting in this queue.

  • Close

After all communication is done we should close the connection by calling the Close() method.



  • IsOpen

It’s true if the websocket connection is open for sending and receiving.

  • State

It’s more verbose about the sate of the WebSocket than the IsOpen property. State can be Connecting, Open, Closing, Closed and Unknown.

  • BufferedAmount

The amount of unsent, buffered up data in bytes.

  • StartPingThread

Set to true to let the plugin send ping messages periodically to the server. Its default value is false. It’s not available under WebGL!

  • PingFrequency

The delay between two ping messages in milliseconds. Its default value is 1000 (1 second). It’s not available under WebGL!

  • CloseAfterNoMesssage

If StartPingThread set to true, the plugin will close the connection and emit an OnError event if no message is received from the server in the given time. Its default value is 2 sec. It’s not available under WebGL!

  • InternalRequest

The internal HTTPRequest object the plugin uses to send the websocket upgrade request to the server. It’s not available under WebGL! To customize this internal request, use the OnInternalRequestCreated callback:

string token = "...";

var ws = new WebSocket(new Uri("wss://server.com/"));
ws.OnInternalRequestCreated += (ws, req) => req.AddHeader("Authentication", $"Bearer {token}");
  • Extensions

IExtension implementations the plugin will negotiate with the server to use. It’s not available under WebGL!

  • Latency

If StartPingThread is set to true, the plugin going to calculate Latency from the ping-pong message round-trip times. It’s not available under WebGL!

  • LastMessageReceived

When the last message is received from the server. It’s not available under WebGL!

  • Context

LoggingContext instance used for logging.