To use WebSockets with the Photon C# library, you need to import this folder into your project. SocketWebTcpThread can be used in all cases where the Thread class is available SocketWebTcpCoroutine must be used for WebGL exports and when the Thread class is unavailable WebSocket.cs is used in all exports websocket-sharp.dll is used when not exporting to a browser (and in Unity Editor) WebSocket.jslib is used for WebGL exports by Unity (and must be setup accordingly) A WebGL export from Unity will find and use these files internally. Any other project will have to setup a few things in code: Define "WEBSOCKET" for your project to make the SocketWebTcp classes available. To make a connection by WebSocket, setup the PhotonPeer (LoadBalancingPeer, ChatPeer, etc) similar to this: Debug.Log("WSS Setup"); PhotonPeer.TransportProtocol = ConnectionProtocol.WebSocket; // or WebSocketSecure for a release PhotonPeer.SocketImplementationConfig[ConnectionProtocol.WebSocket] = typeof(SocketWebTcpThread); PhotonPeer.SocketImplementationConfig[ConnectionProtocol.WebSocketSecure] = typeof(SocketWebTcpThread); //PhotonPeer.DebugOut = DebugLevel.INFO; // this would show some logs from the SocketWebTcp implementation