A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
I believe they are. HTTP/1.1 200 OK Date: Tue, 15 May 2018 19:36:08 GMT Server: Apache/2.4.7 (Ubuntu) Last-Modified: Tue, 15 May 2018 14:22:45...
I've tried the suggestion above but still get the error. Here is what I'm doing: In Unity Editor, set the asset bundle name to "main.unity3d"...
I'll only get to try this on Monday, but in the meantime - are you suggesting not using LZMA compression and then manually using Gzip? If I serve...
I have setup my webserver and game to deploy the .unityweb files using gzip compression and this is working very well. However, I am trying to do...
Hey Jippe, I got this working as well in the same way as you. Thanks for your comments on the '/' at the end of the websocket URL - this caught...
Thanks @aabramychev ! I've had the fix in place from that link for several months now and can report it appears to work fine. Clearly the array...
There's a lot of talk about getting WebGL builds to cache, but I'd like to know if there is a built-in system anywhere for busting the cache on...
So this crash bug here was actually something that came back due to the upgrade, where it overwrote a change in the WebGL playback engine in order...
I've tried it now and the timeout does seem to work well. Thanks! However, while my WebGL game sat there offline, threw an exception - see...
That's good news, I hadn't seen it mentioned in the release notes. Thanks - I will update and give it a go.
Thanks for the prompt reply! I am current using 5.6.0f3 Which is the 'last' version you refer to? I'm hesitant to upgrade as we're about to push...
I have a UNet server with normal sockets and websockets (websockets are handled by spawning a second server which hands over external connections...
Hi @Ashkan_gc - thanks for a very useful thread here. I've implemented a solution based on it and it mostly works, I have just run into a problem...
After reading several threads about using secure websockets from a Unity WebGL build, I haven't managed to find a solid, up-to-date answer about...