diff --git a/SimpleUnityTCP/.gitattributes b/SimpleUnityTCP/.gitattributes
new file mode 100644
index 0000000000000000000000000000000000000000..dfe0770424b2a19faf507a501ebfc23be8f54e7b
--- /dev/null
+++ b/SimpleUnityTCP/.gitattributes
@@ -0,0 +1,2 @@
+# Auto detect text files and perform LF normalization
+* text=auto
diff --git a/SimpleUnityTCP/.gitignore b/SimpleUnityTCP/.gitignore
new file mode 100644
index 0000000000000000000000000000000000000000..833e6d4291c8ad67a7308578816f2d2db64dee01
--- /dev/null
+++ b/SimpleUnityTCP/.gitignore
@@ -0,0 +1,37 @@
+[Ll]ibrary/
+[Tt]emp/
+[Oo]bj/
+[Bb]uild/
+[Bb]uilds/
+Assets/AssetStoreTools*
+
+# Visual Studio cache directory
+.vs/
+
+# Autogenerated VS/MD/Consulo solution and project files
+ExportedObj/
+.consulo/
+*.csproj
+*.unityproj
+*.sln
+*.suo
+*.tmp
+*.user
+*.userprefs
+*.pidb
+*.booproj
+*.svd
+*.pdb
+*.opendb
+*.VC.db
+
+# Unity3D generated meta files
+*.pidb.meta
+*.pdb.meta
+
+# Unity3D Generated File On Crash Reports
+sysinfo.txt
+
+# Builds
+*.apk
+*.unitypackage
diff --git a/SimpleUnityTCP/Assets/Client.cs b/SimpleUnityTCP/Assets/Client.cs
new file mode 100644
index 0000000000000000000000000000000000000000..b9e3b911fa5f5d133ccbd37deffff587ae8a04ed
--- /dev/null
+++ b/SimpleUnityTCP/Assets/Client.cs
@@ -0,0 +1,139 @@
+using System;
+using System.Net.Sockets;
+using System.Text;
+using UnityEngine;
+using UnityEngine.UI;
+
+public class Client : MonoBehaviour
+{
+    #region Public Variables
+    [Header("Network")]
+    public string ipAddress = "127.0.0.1";
+    public int port = 54010;
+    [Header("UI References")]
+    public Button sendCloseButton;
+    public Text ClientLogger = null;
+    #endregion
+
+    #region Network m_Variables
+    private TcpClient m_client;
+    private NetworkStream m_netStream = null;
+    private byte[] m_buffer = new byte[49152];
+    private int m_bytesReceived = 0;
+    private string m_receivedMessage = "";
+    #endregion
+
+    //Set UI interactable properties
+    private void Start()
+    {
+        sendCloseButton.interactable = false;
+    }
+    
+    //Start client and stablish connection with server
+    public void StartClient()
+    {
+        //Early out
+        if(m_client != null)
+        {
+            ClientLog("There is already a runing client", Color.red);
+            return;
+        }
+        
+        try
+        {
+            //Create new client
+            m_client = new TcpClient();
+            //Set and enable client
+            m_client.Connect(ipAddress, port);
+            ClientLog("Client Started", Color.green);
+            sendCloseButton.interactable = true;
+        }
+        catch (SocketException)
+        {
+            ClientLog("Socket Error: Start Server first", Color.red);
+            CloseClient();
+        }        
+    }
+
+    //Check if the client has been recived something
+    private void Update()
+    {
+        //If there is something received
+        if (!string.IsNullOrEmpty(m_receivedMessage))
+        {
+            ClientLog("Msg recived on Client: " + "<b>"+m_receivedMessage+"</b>", Color.green);
+            m_receivedMessage = "";
+            //Set UI interactable properties
+            sendCloseButton.interactable = false;
+            
+            //Close message has to be there, as UI calls can't be called on no-main threads
+            ClientLog("Close Connection with Server", Color.red);
+        }
+    }
+
+    //Send "Close" message to the server, and waits the "Close" message response from server
+    public void SendCloseToServer() 
+    {
+        if (!m_client.Connected) return; //early out if there is nothing connected
+        
+        //Set UI interactable properties        
+        sendCloseButton.interactable = false;
+
+        //Stablish Client NetworkStream information
+        m_netStream = m_client.GetStream();
+        //Start Async Reading
+        m_netStream.BeginRead(m_buffer, 0, m_buffer.Length, MessageReceived, null);
+
+        //Build message to server
+        string sendMsg = "Close";
+        byte[] msg = Encoding.ASCII.GetBytes(sendMsg);
+        //Start Sync Writing
+        m_netStream.Write(msg, 0, msg.Length);
+        ClientLog("Msg sended to Server: "+"<b>Close</b>", Color.blue);
+    }
+
+    //Callback called when "BeginRead" is ended
+    private void MessageReceived(IAsyncResult result)
+    {
+        if (result.IsCompleted && m_client.Connected)
+        {
+            //build message received from server
+            m_bytesReceived = m_netStream.EndRead(result);
+            m_receivedMessage = Encoding.ASCII.GetString(m_buffer, 0, m_bytesReceived);
+            
+            //If message recived from server is "Close", close that client
+            if (m_receivedMessage == "Close")
+            {
+                CloseClient();
+            }
+        }
+    }
+
+    //Close client connection
+    private void CloseClient()
+    {
+        if (m_client.Connected)
+        {
+            //Reset everything to defaults
+            m_client.Close();
+            m_client = null;
+            //Set UI interactable properties        
+            sendCloseButton.interactable = false;
+        }
+    }
+
+    //Custom Server Log
+    #region ClientLog
+    private void ClientLog(string msg, Color color)
+    {
+        ClientLogger.text += '\n' + "<color=#" + ColorUtility.ToHtmlStringRGBA(color) + ">- " + msg + "</color>";
+        Debug.Log("Client: " + msg);
+    }
+    private void ClientLog(string msg)
+    {
+        ClientLogger.text += '\n' + "- " + msg;
+        Debug.Log("Client: " + msg);
+    }
+    #endregion
+
+}
diff --git a/SimpleUnityTCP/Assets/Main.unity b/SimpleUnityTCP/Assets/Main.unity
new file mode 100644
index 0000000000000000000000000000000000000000..15a98b9e3ef42e62d6fe14572f6f7605618d9a68
--- /dev/null
+++ b/SimpleUnityTCP/Assets/Main.unity
@@ -0,0 +1,1843 @@
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diff --git a/SimpleUnityTCP/Assets/Server.cs b/SimpleUnityTCP/Assets/Server.cs
new file mode 100644
index 0000000000000000000000000000000000000000..ba9055dee127905339f568c7bbf7b43bd8178572
--- /dev/null
+++ b/SimpleUnityTCP/Assets/Server.cs
@@ -0,0 +1,179 @@
+using System;
+using System.Collections;
+using System.Net;
+using System.Net.Sockets;
+using System.Text;
+using UnityEngine;
+using UnityEngine.UI;
+
+public class Server : MonoBehaviour
+{
+    #region Public Variables
+    [Header("Network")]
+    public string ipAdress = "127.0.0.1";
+    public int port = 54010;
+    public float waitingMessagesFrequency = 5;
+    public string responseMessage = "Close";
+    [Header("UI References")]
+    public Button startServerButton;
+    public Button closeServerButton;
+    public Text ServerLogger = null;
+    #endregion
+
+    #region  Network m_Variables
+    private TcpListener m_server = null;
+    private TcpClient m_client = null;
+    private NetworkStream m_netStream = null;
+    private byte[] m_buffer = new byte[49152];
+    private int m_bytesReceived = 0;
+    private string m_receivedMessage = "";
+    private IEnumerator m_ClientComCoroutine = null;
+    #endregion
+
+    //Set UI interactable properties
+    private void Start()
+    {
+        startServerButton.interactable = true;  //Enable button to let users start the server
+        closeServerButton.interactable = false; //Disable button until the server is started
+    }
+
+    //Start server and wait for clients
+    public void StartServer()
+    {        
+        //Set and enable Server 
+        IPAddress ip = IPAddress.Parse(ipAdress);
+        m_server = new TcpListener(ip, port);
+        m_server.Start();
+        ServerLog("Server Started", Color.green);
+        //Wait for async client connection 
+        m_server.BeginAcceptTcpClient(ClientConnected, null);
+        //Set UI interactable properties
+        startServerButton.interactable = false; //Disable button to avoid initilize more than one server
+    }
+
+    //Check if any client trys to connect
+    private void Update()
+    {   
+        //If some client stablish connection
+        if (m_client != null && m_ClientComCoroutine == null)
+        {
+            //Start the ClientCommunication coroutine
+            m_ClientComCoroutine = ClientCommunication();
+            StartCoroutine(m_ClientComCoroutine);
+        }
+    }    
+
+    //Coroutine that manage client communication while client is connected to the server
+    private IEnumerator ClientCommunication()
+    {        
+        //Restart values in case there are more than one client connections
+        m_bytesReceived = 0;
+        m_buffer = new byte[49152];
+
+        //Stablish Client NetworkStream information
+        m_netStream = m_client.GetStream();
+        //While there is a connection with the client, await for messages
+        do
+        {
+            ServerLog("Server is listening client msg...", Color.yellow);
+            //Start Async Reading
+            m_netStream.BeginRead(m_buffer, 0, m_buffer.Length, MessageReceived,  m_netStream);
+
+            //If there is any msg
+            if (m_bytesReceived > 0)
+            {
+                ServerLog("Msg recived on Server: " + "<b>" + m_receivedMessage + "</b>", Color.green);
+                //If message received from client is "Close", send another "Close" to the client
+                if (m_receivedMessage == "Close")
+                {
+                    //Build message to client
+                    string sendMsg = responseMessage;                   //In this case we send "Close" to end the client connection
+                    byte[] msgOut = Encoding.ASCII.GetBytes(sendMsg); //Encode message as bytes
+                    //Start Sync Writing
+                    m_netStream.Write(msgOut, 0, msgOut.Length);      
+                    ServerLog("Msg sended to Client: " + "<b>" + sendMsg + "</b>", Color.blue);
+                    //Close connection with the client
+                    CloseConnection();
+                }
+            }
+            yield return new WaitForSeconds(waitingMessagesFrequency);
+
+        } while (m_bytesReceived >= 0 && m_netStream != null);   
+        //The communication is over
+        CloseConnection();
+    }
+
+    //Callback called when "BeginRead" is ended
+    private void MessageReceived(IAsyncResult result)
+    {
+        if (result.IsCompleted && m_client.Connected)
+        {
+            //build message received from client
+            m_bytesReceived = m_netStream.EndRead(result);                              //End async reading
+            m_receivedMessage = Encoding.ASCII.GetString(m_buffer, 0, m_bytesReceived);   //De-encode message as string
+        }
+    }
+
+    //Callback called when "BeginAcceptTcpClient" detects new client connection
+    private void ClientConnected(IAsyncResult res)
+    {
+        //set the client reference
+        m_client = m_server.EndAcceptTcpClient(res); 
+    }
+
+    //Close connection with the client
+    private void CloseConnection()
+    {
+        ServerLog("Close Connection with Client", Color.red);
+        //Reset everything to defaults
+        StopCoroutine(m_ClientComCoroutine);
+        m_ClientComCoroutine = null;
+        m_client.Close();
+        m_client = null;
+
+        //Set UI interactable properties
+        closeServerButton.interactable = true;  //Enable button to let users close the server
+
+        //Waiting to Accept a new Client
+        m_server.BeginAcceptTcpClient(ClientConnected, null);
+    }    
+
+    //Close client connection and disables the server
+    public void CloseServer()
+    {
+        ServerLog("Server Closed", Color.red);
+        //Close client connection
+        if (m_client != null)
+        {
+            m_netStream.Close();
+            m_netStream = null;
+            m_client.Close();
+            m_client = null;
+        }
+        //Close server connection
+        if(m_server != null)
+        {
+            m_server.Stop();
+            m_server = null;
+            startServerButton.interactable = true;
+            closeServerButton.interactable = false;
+        }        
+    }
+
+    //Custom Server Log
+    #region ServerLog
+    //With Text Color
+    private void ServerLog(string msg, Color color)
+    {
+        ServerLogger.text += '\n' + "<color=#"+ColorUtility.ToHtmlStringRGBA(color)+">- " + msg + "</color>";
+        Debug.Log("Server: " + msg);
+    }
+    //Without Text Color
+    private void ServerLog(string msg)
+    {
+        ServerLogger.text += '\n' + "- " + msg;
+        Debug.Log("Server: " + msg);
+    }
+    #endregion
+
+}
\ No newline at end of file
diff --git a/SimpleUnityTCP/LICENSE b/SimpleUnityTCP/LICENSE
new file mode 100644
index 0000000000000000000000000000000000000000..5d63bfb829cd98f5aa4c562f85249596eaa4518c
--- /dev/null
+++ b/SimpleUnityTCP/LICENSE
@@ -0,0 +1,21 @@
+MIT License
+
+Copyright (c) 2018 Eric
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
\ No newline at end of file
diff --git a/SimpleUnityTCP/ProjectSettings/AudioManager.asset b/SimpleUnityTCP/ProjectSettings/AudioManager.asset
new file mode 100644
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--- /dev/null
+++ b/SimpleUnityTCP/ProjectSettings/AudioManager.asset
@@ -0,0 +1,17 @@
+%YAML 1.1
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+  m_SpatializerPlugin: 
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+  m_DisableAudio: 0
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diff --git a/SimpleUnityTCP/ProjectSettings/ClusterInputManager.asset b/SimpleUnityTCP/ProjectSettings/ClusterInputManager.asset
new file mode 100644
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--- /dev/null
+++ b/SimpleUnityTCP/ProjectSettings/ClusterInputManager.asset
@@ -0,0 +1,6 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
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diff --git a/SimpleUnityTCP/ProjectSettings/DynamicsManager.asset b/SimpleUnityTCP/ProjectSettings/DynamicsManager.asset
new file mode 100644
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+++ b/SimpleUnityTCP/ProjectSettings/DynamicsManager.asset
@@ -0,0 +1,19 @@
+%YAML 1.1
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+++ b/SimpleUnityTCP/ProjectSettings/EditorBuildSettings.asset
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diff --git a/SimpleUnityTCP/ProjectSettings/EditorSettings.asset b/SimpleUnityTCP/ProjectSettings/EditorSettings.asset
new file mode 100644
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+++ b/SimpleUnityTCP/ProjectSettings/EditorSettings.asset
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diff --git a/SimpleUnityTCP/README.md b/SimpleUnityTCP/README.md
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+# SimpleUnityTCP 🖧 
+
+A simple **demo-project** to show how **TCP** communication works on **Unity** environment, builded with **C#** and using [System.Net.Sockets](https://docs.microsoft.com/es-es/dotnet/api/system.net.sockets?view=netframework-4.7.2). 
+
+The main porpouse of this repo is to show the TCP communication on runtime, but also to provide a pretty commented and clear code so everyone else that wants to implement that kind of communication will be able without wasting a lot of time.
+
+## Video-Example 📲
+
+<p>
+  <img src="example_app.gif" alt="example_app gif"/>
+</p>
+
+## How to Use 💻
+If you only want to see the app working, just run the ``SimpleTCP.exe`` which is located on the ``build`` directory.
+
+If you want to open the project, you will need to have **Unity** installed with the **version 2017 or higher**.
+
+If you only want to scratch the code, either inside the unity project or simply dragging the **.cs** classes on your editor, you have to watch on to this classes, which are located on ``Assets``:
+
+* ``Server.cs``
+* ``Client.cs``
+
+## More Explanations 📡
+**Note:** Unity do not allow the *save-use* of **Multi-Threading**, so the application is using **Co-routines** instead.
+
+The stablished communication and workflow stablished right now follows the next order:
+
+* **Start the Server** and let him waiting for client connections.
+* **Start the Client** and connect him to the server.
+* **Server waits** for client messages...
+* **Client send** the message *Close* to the server.
+* **Server recives** that *Close* message.
+* **Server send a response** to the client, sending the same message, *Close*.
+* **Client recives** the message, **close the connection** with the server and shuts down.
+* **Server close the connection** with the client.
+* **Server shuts down**
\ No newline at end of file
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+  disabledShaderPasses: []
+  m_SavedProperties:
+    serializedVersion: 3
+    m_TexEnvs:
+    - _BumpMap:
+        m_Texture: {fileID: 0}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
+    - _DetailAlbedoMap:
+        m_Texture: {fileID: 0}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
+    - _DetailMask:
+        m_Texture: {fileID: 0}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
+    - _DetailNormalMap:
+        m_Texture: {fileID: 0}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
+    - _EmissionMap:
+        m_Texture: {fileID: 0}
+        m_Scale: {x: 0, y: 0}
+        m_Offset: {x: 0, y: 0}
+    - _MainTex:
+        m_Texture: {fileID: 0}
+        m_Scale: {x: 0, y: 0}
+        m_Offset: {x: 0, y: 0}
+    - _MetallicGlossMap:
+        m_Texture: {fileID: 0}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
+    - _OcclusionMap:
+        m_Texture: {fileID: 0}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
+    - _ParallaxMap:
+        m_Texture: {fileID: 0}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
+    m_Floats:
+    - _BumpScale: 1
+    - _Cutoff: 0.5
+    - _DetailNormalMapScale: 1
+    - _DstBlend: 0
+    - _GlossMapScale: 1
+    - _Glossiness: 0.892
+    - _GlossyReflections: 1
+    - _Metallic: 0
+    - _Mode: 0
+    - _OcclusionStrength: 1
+    - _Parallax: 0.02
+    - _SmoothnessTextureChannel: 0
+    - _SpecularHighlights: 1
+    - _SrcBlend: 1
+    - _UVSec: 0
+    - _ZWrite: 1
+    m_Colors:
+    - _Color: {r: 1, g: 0, b: 0, a: 1}
+    - _EmissionColor: {r: 0.16981131, g: 0.09371662, b: 0.09371662, a: 1}
diff --git a/test_vr_unity/Assets/Scenes/SampleScene.unity b/test_vr_unity/Assets/Scenes/SampleScene.unity
index 34b1dac6b04bd91b100fc84e6deca6cb1bae4b8c..b82174f7b9785a6393b01148a12319d0527d56d0 100644
--- a/test_vr_unity/Assets/Scenes/SampleScene.unity
+++ b/test_vr_unity/Assets/Scenes/SampleScene.unity
@@ -440,7 +440,7 @@ GameObject:
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
   m_StaticEditorFlags: 0
-  m_IsActive: 1
+  m_IsActive: 0
 --- !u!81 &534669903
 AudioListener:
   m_ObjectHideFlags: 0
@@ -654,7 +654,7 @@ MeshRenderer:
   m_RenderingLayerMask: 1
   m_RendererPriority: 0
   m_Materials:
-  - {fileID: 10303, guid: 0000000000000000f000000000000000, type: 0}
+  - {fileID: 2100000, guid: fbc99dbc501bd984aa53dd51057e0b31, type: 2}
   m_StaticBatchInfo:
     firstSubMesh: 0
     subMeshCount: 0
diff --git a/test_vr_unity/Assets/Scripts/CameraController.cs b/test_vr_unity/Assets/Scripts/CameraController.cs
index d90d5bcd2c14418a88dd72b5f207bc54f2e0a0ae..72dcb4fc4277d81043b9099573ba4b8c2078cbce 100644
--- a/test_vr_unity/Assets/Scripts/CameraController.cs
+++ b/test_vr_unity/Assets/Scripts/CameraController.cs
@@ -5,16 +5,34 @@ using UnityEngine;
 public class CameraController : MonoBehaviour
 {
     public GameObject player;
+    private UdpConnection connection;
 
     private Vector3 offset;
 
     void Start()
     {
         offset = transform.position - player.transform.position;
+        string sendIp = "127.0.0.1";
+        int sendPort = 8881;
+        int receivePort = 11000;
+        connection = new UdpConnection();
+        connection.StartConnection(sendIp, sendPort, receivePort);
+    }
+
+    private void Update()
+    {
+        foreach (var message in connection.getMessages()) Debug.Log(message);
+
+        connection.Send(Time.deltaTime.ToString());
     }
 
     void LateUpdate()
     {
         transform.position = player.transform.position + offset;
     }
+
+    void OnDestroy()
+    {
+        connection.Stop();
+    }
 }
diff --git a/test_vr_unity/Assets/Scripts/UdpConnection.cs b/test_vr_unity/Assets/Scripts/UdpConnection.cs
new file mode 100644
index 0000000000000000000000000000000000000000..ef8ccea49914144d9f475816db9bfb6e2f5818aa
--- /dev/null
+++ b/test_vr_unity/Assets/Scripts/UdpConnection.cs
@@ -0,0 +1,104 @@
+using System;
+using System.Collections.Generic;
+using System.Net;
+using System.Net.Sockets;
+using System.Text;
+using System.Threading;
+using UnityEngine;
+
+public class UdpConnection
+{
+    private UdpClient udpClient;
+
+    private readonly Queue<string> incomingQueue = new Queue<string>();
+    Thread receiveThread;
+    private bool threadRunning = false;
+    private string senderIp;
+    private int senderPort;
+
+    public void StartConnection(string sendIp, int sendPort, int receivePort)
+    {
+        try { udpClient = new UdpClient(receivePort); }
+        catch (Exception e)
+        {
+            Debug.Log("Failed to listen for UDP at port " + receivePort + ": " + e.Message);
+            return;
+        }
+        Debug.Log("Created receiving client at ip  and port " + receivePort);
+        this.senderIp = sendIp;
+        this.senderPort = sendPort;
+
+        Debug.Log("Set sendee at ip " + sendIp + " and port " + sendPort);
+
+        StartReceiveThread();
+    }
+
+    private void StartReceiveThread()
+    {
+        receiveThread = new Thread(() => ListenForMessages(udpClient));
+        receiveThread.IsBackground = true;
+        threadRunning = true;
+        receiveThread.Start();
+    }
+
+    private void ListenForMessages(UdpClient client)
+    {
+        IPEndPoint remoteIpEndPoint = new IPEndPoint(IPAddress.Any, 0);
+
+        while (threadRunning)
+        {
+            try
+            {
+                Byte[] receiveBytes = client.Receive(ref remoteIpEndPoint); // Blocks until a message returns on this socket from a remote host.
+                string returnData = Encoding.UTF8.GetString(receiveBytes);
+
+                lock (incomingQueue)
+                {
+                    incomingQueue.Enqueue(returnData);
+                }
+            }
+            catch (SocketException e)
+            {
+                // 10004 thrown when socket is closed
+                if (e.ErrorCode != 10004) Debug.Log("Socket exception while receiving data from udp client: " + e.Message);
+            }
+            catch (Exception e)
+            {
+                Debug.Log("Error receiving data from udp client: " + e.Message);
+            }
+            Thread.Sleep(1);
+        }
+    }
+
+    public string[] getMessages()
+    {
+        string[] pendingMessages = new string[0];
+        lock (incomingQueue)
+        {
+            pendingMessages = new string[incomingQueue.Count];
+            int i = 0;
+            while (incomingQueue.Count != 0)
+            {
+                pendingMessages[i] = incomingQueue.Dequeue();
+                i++;
+            }
+        }
+
+        return pendingMessages;
+    }
+
+    public void Send(string message)
+    {
+        Debug.Log(String.Format("Send msg to ip:{0} port:{1} msg:{2}", senderIp, senderPort, message));
+        IPEndPoint serverEndpoint = new IPEndPoint(IPAddress.Parse(senderIp), senderPort);
+        Byte[] sendBytes = Encoding.UTF8.GetBytes(message);
+        udpClient.Send(sendBytes, sendBytes.Length, serverEndpoint);
+    }
+
+    public void Stop()
+    {
+        threadRunning = false;
+        receiveThread.Abort();
+        udpClient.Close();
+    }
+}
\ No newline at end of file