Networking requirements

From To Protocol / port Purpose
Unity Editor API (e.g. https://app.skein.dev/api) HTTPS 443 Sign-in, projects, sessions, tickets, history, snapshots
Unity Editor Realtime (e.g. wss://rt.skein.dev/v1/ws) WSS 443, sub-protocol skein.v1 Live session
Browser Website HTTPS 443 Dashboard (API reached via same-origin /api)
  • Proxies must allow WebSocket upgrades (Connection: Upgrade, Upgrade: websocket) and long-lived connections. Idle timeouts ≥ 60 s are fine: the editor pings every 5 s.
  • TLS-inspecting proxies must trust the server certificate chain, or the editor can't connect (Unity uses the OS trust store via .NET).
  • Bandwidth: a moving camera costs ≤ ~5 KB/s per viewer; edits are a few hundred bytes each. A busy 8-person session typically stays well under 100 KB/s per editor.
  • Latency: updates are relayed through the realtime server; expect your round-trip time to the server plus ~1–3 ms of processing. The Skein window's Settings → Diagnostics shows the measured round trip.

Self-hosted: expose the API (directly or through the website's /api proxy) and the realtime server; set REALTIME_PUBLIC_URL to the wss:// URL clients should use.