Using (UnityWebRequest post = UnityWebRequest.Post(WWW. Using (UnityWebRequest get = UnityWebRequest.Get(testURL))įorm.AddField("username", username.text) įorm.AddField("password", password.text) Posts: 18 hi all, this is for a chistmas present so its kinda pressing. Below are the ports used during remote deployment. Resolution WORKAROUND 1: Ensure that the required ports are opened bi-directionally if a firewall is used. Any ideas on what im doing wrong here? public IEnumerator LoginUser() Cause Required TCP ports are being blocked by firewall. The following code is sent once the player hits a login button. I'm using a test URL to make sure it was't an issue with the original. UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) LoginHandler:CheckForNetworkErrors(UnityWebRequest) (atĬ_Iterator2:MoveNext() (at Assets/Scripts/LoginHandler.cs:92) The strange part is the Get is working fine, but the Post turns up the following Error : Cannot connect to destination host Network Please do not submit more than one ticket as this will cause a delay. We are a small team and respond to tickets as quickly as possible. I'm trying to set up a login screen but I'm having troubling Posting to the server properly. How To Fix Cannot Resolve Destination Host - Axie InfinityFixed Cannot Resolve Destination Host error - Axie InfinityMusic:Track: Zeus X Crona - Who doesnt. AdventureQuest 3D Artix Support Ticket Wait time & Volume Announcement Artix Support responds to all tickets within 3 business days (Monday through Friday), but may take longer due to high volume. If you're asking how to get the manifest from ABM, previously that was not possible but I have now made it a public property.I'm familiar with Unity but new to trying to communicate with servers. AQ3D servers are currently down while we upgrade to ver 1.5 (Frost Dungeon, Wands, New Sounds FX and more).That could probably be added if you wanted to make a feature request. Currently ABM does not have a way to tell you if a bundle is cached or needs to be downloaded. 'Cannot connect to destination host' while URL seems to work - Unity Forum Forums > Unity Community Discussion > Scripting > Search Forums Recent Posts Welcome to the Unity Forums Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively. Not true and you misunderstood what the escaping means. But when he is on sim card 2, he gets a 'Cannot connect to destination host', whenever the app tries to contact the server. When he is on sim card 1, the app works as it should. He has a phone with two sim cards (private and work). If your asking about a way to know if a bundle needs to be downloaded or not, then no. Unity API says the urls have to be ' escaped' - If I use a normal url like it won't even try to connect and I get no error message. One of the players of my app reported a very mysterious problem. As long as they are available on a public web server somewhere then ABM will be able to download them. You do not need to include any asset bundles anywhere in your application during build time. If your players have downloaded the bundles then they should be able to play the game offline. If you are using Unity 2017 or greater than old manifest files are deleted after a successful download so you shouldn't need to worry about disk space for the manifest file.įor the other bundles downloaded, ABM will use the cached version if they are available, otherwise it will download the bundle and cache it to be used later.
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