Solving Cross-Scene UDP Communication

The Problem: Broken Connection

After successfully implementing both Learning Mode and Duel Mode, I discovered that the UDP connection between my game and the Python backend (which handles sign language detection) would break whenever players switched between modes.

My game flow requires players to move between scenes frequently:

  1. Mode Selection → Learning Mode → Mode Selection → Duel Mode

Each time a scene changed, the UDP socket connection would drop, forcing players to restart the application or manually reconnect the Python backend. This created a jarring experience that interrupted the learning flow and frustrated testers during my playtesting sessions.


The Solution

After exploring several options, I implemented a classic yet effective solution: a persistent singleton for UDP communication. Here's how I architected it:

1.  Single-Instance Architecture

I implemented a classic singleton pattern for my UDPReceiver class. The key components included:

  • A private static instance variable and public static accessor property
  • Proper initialization in the Awake() method with duplicate instance checking
  • Implementation of Unity's DontDestroyOnLoad() to maintain the GameObject across scenes
  • Error handling for cases where the instance might be missing

This pattern ensures:

  • Only one UDPReceiver exists across all scenes
  • The connection persists during scene changes
  • All game modes can access the same connection instance

2. Refactoring Mode-Specific Scripts

Each game mode needed to access my singleton UDPReceiver rather than creating its own connection. For both my LearningMode and DuelGame classes, I:

  • Retrieved the singleton instance through the static accessor
  • Registered for UDP message events using an event-based system
  • Added proper null checks and error handling for robustness
  • Implemented event cleanup during scene unloading to prevent memory leaks
  • Sent mode-specific notifications to help the Python backend adjust accordingly

I applied similar refactoring consistently across all game mode scripts, ensuring a standard approach to UDP connection handling.

3. Connection Management

Maintaining a healthy connection required additional steps:

  • Scene transition detection using Unity's SceneManager.sceneLoaded event
  • Socket reconnection protocol for cases where the connection might be broken
  • Explicit mode change notifications sent to the Python backend via UDP
  • Status monitoring to detect and recover from connection issues

I implemented a robust messaging system that notifies the Python backend whenever the game transitions between modes, allowing the sign detection system to adjust its parameters accordingly.

Results

After implementing this architecture, I achieved:

  • Consistent UDP Connection: The connection now persists seamlessly across all scene transitions
  • Improved Player Experience: No more connection interruptions or manual reconnections
  • Proper Mode Detection: The Python backend now receives accurate game mode information

Moving Forward

With my UDP communication working reliably across scenes, I've finally reached an exciting milestone: the game is technically stable enough for proper user testing! Now that players can seamlessly transition between Learning Mode and Duel Mode without connection interruptions, I can focus on gathering meaningful feedback about the actual gameplay experience.

References

Technologies, U. (n.d.). Unity - Scripting API: Object.DontDestroyOnLoadhttps://docs.unity3d.com/ScriptReference/Object.DontDestroyOnLoad.html

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