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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?

Zane Claes
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