I've been in contact with several people that have used TinCan.NET and had varying amounts of success with integrating it into Unity. I can't say I've done so myself, but not through a problem, only that I've not really worked with Unity. There are various hang ups around what Unity supports that can cause troubles.
* There was a mono related https issue that I think has been fixed (cause I've not heard more about it for a while).
* There is an issue with
JSON.NET (a dependency) and what versions of Unity it will work with. There is a package that can work around those issues, but I'm not 100% clear on whether it is a drop in replacement or requires changes to TinCan.NET to get it to work.
* There is an issue with various versions (potentially all) of Unity that only support older versions of the .NET framework requiring a DLL that is built for 3.5, which we provide but I couldn't tell whether it can be provided (by default?) by nuget.
* And most recently, apparently there is an issue with Unity with WebGL that causes the HTTP request handling provided by
system.net to not be compatible essentially making it impossible to communicate with the LRS. There is a community member working on something to get around this issue, and there may eventually be work in the library itself to expose an interface that would allow overloading that to allow providing an HTTP request handler.
There are a number of open pull requests against the library, and we are aware of them. Unfortunately as a non-direct revenue source it is hard for us to allocate time when other priorities warrant attention. I'm recently back from vacation and getting caught up, I'm hoping to have some time to devote to getting the next release out with all PRs reviewed and included where possible. If someone has something they want done, and are willing to put up a bounty for it, then that has a tendency to turn management's head.
Brian