I am working on a C# game in Unity with a WebAssembly build target, thus I do not have access to System.Net.Sockets
and the standard approach to clock synchronization (i.e., UDP connection to a NTP server like pool.ntp.org
).
I can use WebSockets, so an approach like this seems reasonable. However, I'd prefer the backend be implemented in C# instead of running a side-car.
More importantly, I need the results to be accurate within a few milliseconds (and I'm not sure this will be).
Are there any canonical clock synchronization approaches in C# without UDP sockets?