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Best HTTP Released

Discussion in 'Assets and Asset Store' started by BestHTTP, Sep 11, 2013.

  1. theferfactor

    theferfactor

    Joined:
    Dec 16, 2016
    Posts:
    4
    Hi, @BestHTTP I tried the Socket.io chat demo and it only shows connecting, could you explain why?
    I would like to get this asset mainly for the Socket.io feature on Webgl, so I want to be sure it works.
    Thanks.
     
  2. roointan

    roointan

    Joined:
    Jan 8, 2018
    Posts:
    48
    Hi @BestHTTP


    We are using BestHTTP to communicate with a backend server over Websockets.
    Sometimes, on iOS, the connection stops working, but the client software will need to wait for the server to close the connection and report an event. No event (Error or Close) is triggered automatically by BestHTTP.

    I see examples of this log when this situation happens:
    2020-05-01 12:26:36.829220+0200 quickcheckers[4674:1053237] Connection 18: encountered error(1:53)
    2020-05-01 12:26:36.851089+0200 quickcheckers[4674:1053237] Connection 11: encountered error(1:53)
    2020-05-01 12:26:36.878281+0200 quickcheckers[4674:1053237] Connection 7: encountered error(1:53)

    So the underlying OS is reporting something. I don't know why doesn't BestHTTP catch them.
    Can you help fix this issue?
     
  3. BestHTTP

    BestHTTP

    Joined:
    Sep 11, 2013
    Posts:
    1,541
    @theferfactor

    The plugin tries to connect to the official chat sample(https://socket-io-chat.now.sh), but it's not working now. With default settings, the plugin tries to reconnect until it succeeds, that's why it show only that it's connecting.
     
  4. BestHTTP

    BestHTTP

    Joined:
    Sep 11, 2013
    Posts:
    1,541
    @roointan

    The plugin can detect disconnected tcp channels only when it tries to write to them and instead of a succesfull operation, it throws an exception. If Unity's IL2CPP implementation or the OS let the plugin just write and write to the channel without erroring, the plugin can't do anything.

    If you have infrequent writes, you can turn on websocket's StartPingThread and change PingFrequency to a lower value.
     
  5. theferfactor

    theferfactor

    Joined:
    Dec 16, 2016
    Posts:
    4
    Alright, Thanks.
     
  6. vzheng

    vzheng

    Joined:
    Dec 4, 2012
    Posts:
    43
    Hi, this is my picture url: http://39.105.207.202:8011/ssp/material/20200508/formalQD0600001820200508215802133.jpg
    and i dont know why it failed;

    is it too big?
    or is there a way to setting for big texture?

    my code here:
    Code (CSharp):
    1.     public void DownloadImage(string url, Action<Texture2D> OnFinishedDownload)
    2.     {
    3.         new HTTPRequest(new Uri(url), (request, response) =>
    4.         {
    5.             var tex = new Texture2D(0, 0);
    6.             tex.LoadImage(response.Data);
    7.             OnFinishedDownload?.Invoke(tex);
    8.         }).Send();
    9.     }
    And when it run, i got a red question mark
     
  7. BestHTTP

    BestHTTP

    Joined:
    Sep 11, 2013
    Posts:
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    @vzheng

    Just tried out and worked as it should (didn't displayed it checked only for succesful download).
    What you see as failed? Is it possible that it could download but Unity's LoadImage couldn't load it? If the download fails, could you capture full logs and send it to me?
     
  8. vzheng

    vzheng

    Joined:
    Dec 4, 2012
    Posts:
    43
    hi, is this way to send you the logs?
    or some files?
    upload_2020-5-11_17-37-27.png
     
  9. vzheng

    vzheng

    Joined:
    Dec 4, 2012
    Posts:
    43
    upload_2020-5-11_17-38-34.png

    this is the texture
     
  10. BestHTTP

    BestHTTP

    Joined:
    Sep 11, 2013
    Posts:
    1,541
    @vzheng

    It seems that LoadImage couldn't load the image. You might try to save it with different options.
     
  11. roointan

    roointan

    Joined:
    Jan 8, 2018
    Posts:
    48
    When using BestHTTP for Websocket, does it run on a separate thread?
    Any chance for webSocket.OnMessage handler to be running on a thread other than main thread?
     
  12. BestHTTP

    BestHTTP

    Joined:
    Sep 11, 2013
    Posts:
    1,541
    @roointan

    Sending and receiving are done on separate threads, but callbacks are called on Unity's main thread. While setting HTTPUpdateDelegator.IsThreaded going to call callbacks from a thread too, I would suggest to remeain on Unity's main thread and use ThreadPool to do time consuming processing you would do normally in your callback.
     
    roointan likes this.
  13. roointan

    roointan

    Joined:
    Jan 8, 2018
    Posts:
    48
    Thanks so much @BestHTTP
    Another question. Is it possible to force webSocket.OnMessage handler codes run even when app is in background?
    We need to support both Android and iOS
     
    Last edited: May 12, 2020
  14. BestHTTP

    BestHTTP

    Joined:
    Sep 11, 2013
    Posts:
    1,541
    @roointan

    Last time i checked threads are still running while the app is in the background. At least under android, i don't know about ios.
    So, when the app goes to the background you can fire up a thread and call HTTPManager.OnUpdate(); manually. That would help keeping connections alive and callbacks would be called, but it would bring its own new problems (thread synchronization, you can access a very restricted set of unity apis).
     
    roointan likes this.
  15. OdedEisenPixi

    OdedEisenPixi

    Joined:
    Aug 27, 2019
    Posts:
    7
    @BestHTTP
    Hi,
    SignalR core question - when disconnection the network (like turning off the wifi during gameplay) - is there a way to detect it?
    We're not using streaming, and even using Invoke - the OnError is not called.
     
  16. BestHTTP

    BestHTTP

    Joined:
    Sep 11, 2013
    Posts:
    1,541
    @OdedEisenPixi

    It's going to detect it, but it can take a little time. To detect a broken connection the client have to send messages. You can try to fine tune HubOption's PingInterval value by setting it to lower.
     
  17. OdedEisenPixi

    OdedEisenPixi

    Joined:
    Aug 27, 2019
    Posts:
    7
    @BestHTTP
    I got a strange result:
    We use 2 hubs - one for chat (with the default PingInterval) and one for a mini-game (which I changed the PingInterval to 3 seconds).
    After I turn off the wifi, the chat take s about a minute to detect the disconnection, and the mini-game after another minute (almost 2 minutes in total).
    I guess this is not the expected outcome
    Also - if I use Invoke<>, and the internet is down, how long until the OnError is called, if at all? (The OnError wasn't called on my case)
     
  18. BestHTTP

    BestHTTP

    Joined:
    Sep 11, 2013
    Posts:
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    @OdedEisenPixi

    Not all writes result in an error if the underlying OS fails to send the message. Sending messages are non-blocking operations, send only puts the message into the write buffer it doesn't wait until delivered (or fail to do so).
    So, while propagating back the connection error can take time, minutes seems to be a little too long. I tried out on two different devices and it was pretty quick. It would be helpful if you could set the plugin's log level to All and send all the logs to me.
     
  19. dev901

    dev901

    Joined:
    Jan 12, 2019
    Posts:
    1
    I am using Unity 2017.4.x version and .Net 3.x version . Here it work well.
    But it does not work with .Net 4.x version. It is always getting reconnecting message. Any solution?
     
  20. BestHTTP

    BestHTTP

    Joined:
    Sep 11, 2013
    Posts:
    1,541
    @joy901

    Just tried out and it worked as expected. Could you send me full logs?
     
  21. mmvlad

    mmvlad

    Joined:
    Dec 31, 2014
    Posts:
    96
    @BestHTTP
    Hello, I am trying to do a custom retry request with async/await , and after first failed request I keep getting an error:

    Remote server closed the connection before sending response header! Previous request state: Processing. Connection state: Processing

    The code looks like this (I am recreating request every time mostly because it is easier, as I am having a custom request/response classes, and best HTTP is used as transport, if there is a good point to reusing the request please let me know)


    Code (CSharp):
    1. for (i = 0 to MaxRetries) {
    2.     await Task.Delay(_retryPause);
    3.  
    4.     Request = new Request(POST);
    5.     AddHeaders();
    6.  
    7.     try
    8.     {
    9.         var response = await Request.GetHTTPResponseAsync();
    10.         if (response.IsSuccess)
    11.         {
    12.             return response;
    13.         }
    14.      
    15.         if (response.StatusCode == 401)
    16.         {
    17.             await _tokenUpdateFunc();
    18.         }
    19.     }
    20.     catch (Exception e)
    21.     {
    22.         // log error
    23.     }
    24. }
     
  22. BestHTTP

    BestHTTP

    Joined:
    Sep 11, 2013
    Posts:
    1,541
    @mmvlad

    Could you send a full log to my email address (besthttp@gmail.com)?
     
  23. mmvlad

    mmvlad

    Joined:
    Dec 31, 2014
    Posts:
    96
    Thank you, but fortunately I found out what was the problem right after I posted the question. I was using Flask local server and it had problems with keep alive. After disabling keep alive for editor builds it worked like a charm.
     
  24. ChristopherWathen

    ChristopherWathen

    Joined:
    Dec 24, 2019
    Posts:
    6
    Running into some issues with deserialization in my current setup. I'm using Azure functions + server-less SignalR and trying to serialize an object with message pack, send payload to function via HTTP request then pass the object back to all the connected clients in a SignalR message argument. Everything works as far as I can tell up to a certain point...I'm able to deserialize the object in my Azure function code using message pack and display the correct result. Whenever the message hits the client, however I get the following:

    Code (CSharp):
    1. [637292802579147850] Ex [WebSocketTransport]: OnMessage(byte[]) - Message: 1: Unexpected token readed 'EndOfArray' while 'BeginArray' is expected.   at GameDevWare.Serialization.Serializers.ArraySerializer.Deserialize (GameDevWare.Serialization.IJsonReader reader) [0x00052] in /Users/christopherwathen/Desktop/Projects/Tellus/Assets/Plugins/GameDevWare.Serialization/Serializers/ArraySerializer.cs:60
    After looking into the server-less signalR documentation I found this : "The performance of Azure SignalR Service is not sensitive to protocols because it doesn't decode the message payload during message forwarding from clients to servers or vice versa." so my assumption is that maybe the client deserialization process is expecting something to be added to the payload that isn't getting added due to server-less SignalR?

    I'm new to most of this stuff so sorry if i'm missing something silly.
     
  25. BestHTTP

    BestHTTP

    Joined:
    Sep 11, 2013
    Posts:
    1,541
    @ChristopherWathen I would recommend to switch back to the json encoder first, to see whether it works that way and you can progress. Later you can still add the new encoder.
    I'm going to check it out what's going on.
     
  26. jGate99

    jGate99

    Joined:
    Oct 22, 2013
    Posts:
    1,211
    Hi @BestHTTP
    I just downloaded latest version and tried making a simple post request and getting this error instanatly, any idea?

    Update 2:
    I also disabled BESTHTTP_DISABLE_HTTP2
    but still same issue

    Update 3:
    using UnityWebRequest works fine.


    Code (CSharp):
    1. {"tid":1,"div":"RequestEventHelper","msg":"HandleRequestStateChange ConnectionTimedOut","ex": [{"msg": "Object reference not set to an instance of an object", "stack": "  at ARrow.ScreenDynamicSimple+<>c.<Start>g__Handler|7_0 (BestHTTP.HTTPRequest req, BestHTTP.HTTPResponse response) [0x00008] in ASamWeb\\Scripts\\ScreenDynamicSimple.cs:67 \r\n  at BestHTTP.Core.RequestEventHelper.HandleRequestStateChange (BestHTTP.Core.RequestEventInfo event) [0x001d4] in Best HTTP\\Source\\Core\\RequestEvents.cs:313 "}],"stack":"  at Core.RequestEventHelper.HandleRequestStateChange (Core.RequestEventInfo event) [0x001fc] in Best HTTP\\Source\\Core\\RequestEvents.cs:317 \r  at Core.RequestEventHelper.ProcessQueue () [0x002ef] in Best HTTP\\Source\\Core\\RequestEvents.cs:221 \r  at HTTPManager.OnUpdate () [0x00001] in Best HTTP\\Source\\HTTPManager.cs:374 \r  at HTTPUpdateDelegator.Update () [0x00020] in Best HTTP\\Source\\HTTPUpdateDelegator.cs:171 ","ctxs":[{"TypeName": "HTTPRequest", "Hash": 117645824}],"t":637296407222582368,"ll":"Exception","bh":1}
    2. UnityEngine.Debug:LogError(Object)
    3. BestHTTP.Logger.UnityOutput:Write(Loglevels, String) (at Assets/Best HTTP/Source/Logger/UnityOutput.cs:22)
    4. BestHTTP.Logger.ThreadedLogger:WriteToOutput(LogJob) (at Assets/Best HTTP/Source/Logger/ThreadedLogger.cs:107)
    5. BestHTTP.Logger.ThreadedLogger:ThreadFunc() (at Assets/Best HTTP/Source/Logger/ThreadedLogger.cs:121)
    6. BestHTTP.PlatformSupport.Threading.<>c__DisplayClass5_0:<RunLongLiving>b__0(Object) (at Assets/Best HTTP/Source/PlatformSupport/Threading/ThreadedRunner.cs:98)
    7. System.Threading.ThreadHelper:ThreadStart(Object)
    8.  
     
    Last edited: Jul 6, 2020
  27. BestHTTP

    BestHTTP

    Joined:
    Sep 11, 2013
    Posts:
    1,541
  28. leaverforyou

    leaverforyou

    Joined:
    Mar 21, 2020
    Posts:
    2
    Hi @BestHTTP
    There are many unsolvable exceptions in our APP,We need your help!!
    Code (CSharp):
    1.  
    2. AggregateException
    3.  
    4. One or more errors occurred. ***Exception: One or more errors occurred.
    5.  StackTrace: at System.Threading.Tasks.Task.ThrowIfExceptional (System.Boolean includeTaskCanceledExceptions) [0x00000] in <00000000000000000000000000000000>:0
    6. at System.Threading.Tasks.Task.Wait (System.Int32 millisecondsTimeout, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0
    7. at System.Net.Security.SslStream.Write (System.Byte[] buffer, System.Int32 offset, System.Int32 count) [0x00000] in <00000000000000000000000000000000>:0
    8. at BestHTTP.Extensions.WriteOnlyBufferedStream.Flush () [0x00000] in <00000000000000000000000000000000>:0 at BestHTTP.HTTPRequest.SendOutTo (System.IO.Stream stream) [0x00000] in <00000000000000000000000000000000>:0
    9. at BestHTTP.HTTPConnection.ThreadFunc () [0x00000] in <00000000000000000000000000000000>:0
    10.  at System.Threading.Tasks.Task.Execute () [0x00000] in <00000000000000000000000000000000>:0
    11.  at System.Threading.ExecutionContext.RunInt...too long be cutted!
    12.  
    and
    Code (CSharp):
    1. [BestHTTP.Connections.HTTP1Handler] Remote server closed the connection before sending response header!
    2. Previous request state: Processing. Connection state: Processing ***Exception: [BestHTTP.Connections.HTTP1Handler] Remote server closed the connection before sending response header! Previous request state: Processing. Connection state: Processing StackTrace:
    and
    Code (CSharp):
    1. SocketException
    2.  
    3. mono-io-layer-error (113) ***Exception: mono-io-layer-error (113)
    4.  StackTrace: at System.Net.Sockets.SocketAsyncResult.CheckIfThrowDelayedException () [0x00000] in <00000000000000000000000000000000>:0
    5.  at BestHTTP.PlatformSupport.TcpClient.General.TcpClient.Connect (System.Net.IPEndPoint remoteEP) [0x00000] in <00000000000000000000000000000000>:0
    6.  at BestHTTP.PlatformSupport.TcpClient.General.TcpClient.Connect (System.Net.IPAddress[] ipAddresses, System.Int32 port) [0x00000] in <00000000000000000000000000000000>:0
    7.  at BestHTTP.HTTPConnection.Connect () [0x00000] in <00000000000000000000000000000000>:0
    8. at BestHTTP.HTTPConnection.ThreadFunc () [0x00000] in <00000000000000000000000000000000>:0
    9. at System.Threading.Tasks.Task.Execute () [0x00000] in <00000000000000000000000000000000>:0
    10. at System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <0000...too long be cutted!
    We really don’t know why,Does it matter if we add these macros during the build apk:
    -define:BESTHTTP_DISABLE_COOKIES
    -define:BESTHTTP_DISABLE_CACHING
    -define:BESTHTTP_DISABLE_SERVERSENT_EVENTS
    -define:BESTHTTP_DISABLE_WEBSOCKET
    -define:BESTHTTP_DISABLE_SIGNALR
    -define:BESTHTTP_DISABLE_SOCKETIO
    -define:BESTHTTP_DISABLE_ALTERNATE_SSL
    -define:BESTHTTP_DISABLE_UNITY_FORM
     
  29. BestHTTP

    BestHTTP

    Joined:
    Sep 11, 2013
    Posts:
    1,541
    @leaverforyou

    All of these are symptoms of bad network conditions.
     
  30. idc5522

    idc5522

    Joined:
    Jul 13, 2020
    Posts:
    4
    Hi @BestHTTP
    I would need to use the classic SignalR version 2.4.1 Is the plugin compatible with that version?
    Also would the plugin work with the ARM64 processor of the Microsoft HoloLens2?
     
  31. BestHTTP

    BestHTTP

    Joined:
    Sep 11, 2013
    Posts:
    1,541
    @idc5522

    It must still work, didn't changed anything for the old SignalR protocol. And yes, it should work on HoloLens2 too (while i don't have a device, I knew a few who are using the plugin on them).
    If you drop me a mail (besthttp@gmail.com) i can send the plugin so you can try it out.
     
  32. idc5522

    idc5522

    Joined:
    Jul 13, 2020
    Posts:
    4
    That is good news, just planning to write a simple chat for the Hololens2 that would communicate with a desktop app. I wrote you a mail. Thanks so much!
     
  33. leaverforyou

    leaverforyou

    Joined:
    Mar 21, 2020
    Posts:
    2
    Thank you for your reply.Is there any way to solve this problem? Our products have a lot of such exceptions online, millions of times.Can i ask you for advice,Is the problem caused by the server or the client or other reasons.
     
  34. BestHTTP

    BestHTTP

    Joined:
    Sep 11, 2013
    Posts:
    1,541
    @leaverforyou

    These are from the other reasons category. Like, when you walk out from the range of your wifi it can produce one of these errors (and several others).
     
  35. Shankar-Ganesh

    Shankar-Ganesh

    Joined:
    Sep 23, 2013
    Posts:
    25
    Hi @BestHTTP,

    We are using your plugin version 2.0.6 and we are getting frequent exceptions from your plugin. Kindly guide on us with this issue.

    NullReferenceException: Object reference not set to an instance of an object

    BestHTTP.Connections.HTTP2.HTTP2Handler.ReadThread () (at Assets/Best HTTP/Source/Connections/HTTP2/HTTP2Handler.cs:495)

    BestHTTP.PlatformSupport.Threading.ThreadedRunner+<>c__DisplayClass4_0.<RunLongLiving>b__0 (System.Object param) (at Assets/Best HTTP/Source/PlatformSupport/Threading/ThreadedRunner.cs:83)

    System.Threading.ThreadHelper.ThreadStart_Context (System.Object state) (at <fb001e01371b4adca20013e0ac763896>:0)

    System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) (at <fb001e01371b4adca20013e0ac763896>:0)

    System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) (at <fb001e01371b4adca20013e0ac763896>:0)

    System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state) (at <fb001e01371b4adca20013e0ac763896>:0)

    System.Threading.ThreadHelper.ThreadStart (System.Object obj) (at <fb001e01371b4adca20013e0ac763896>:0)

    UnityEngine.<>c:<RegisterUECatcher>b__0_0(Object, UnhandledExceptionEventArgs) (at /Users/builduser/buildslave/unity/build/Runtime/Export/Scripting/UnhandledExceptionHandler.bindings.cs:46)
     
  36. BestHTTP

    BestHTTP

    Joined:
    Sep 11, 2013
    Posts:
    1,541
    @Shankar-Ganesh

    I would recommend to upgrade to the latest version (v2.1).
     
  37. unity3dsiemens

    unity3dsiemens

    Joined:
    Aug 7, 2018
    Posts:
    3
    Will SocketIO work in Hololens 1 ?
     
  38. BestHTTP

    BestHTTP

    Joined:
    Sep 11, 2013
    Posts:
    1,541
    @unity3dsiemens

    While i don't own a hololens device, so i can't support it officially, i know a few developers who use it on hololens 1 and/or 2. Socket.IO also should work on them as every other features of the plugin.
     
  39. unity3dsiemens

    unity3dsiemens

    Joined:
    Aug 7, 2018
    Posts:
    3

    Support For UWP devices are enough for Hololens. If SocketIo works on windows phones , it will work on Hololens. Can you please Validate on that?
     
  40. BestHTTP

    BestHTTP

    Joined:
    Sep 11, 2013
    Posts:
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    unity3dsiemens likes this.
  41. unity3dsiemens

    unity3dsiemens

    Joined:
    Aug 7, 2018
    Posts:
    3
    UWP devices relay on Windows.Networking.Sockets namespace for websocket support.
    I haven't seen any support for SocketIO connections to UWP devices in unity engine. Are you sure SocketIO will work fine in UWP build ?

     
  42. bhermer

    bhermer

    Joined:
    Jun 24, 2013
    Posts:
    23
    Hi,

    We have android VR headsets talking to a DOTNET Core 3.1 web socket server which in turns talks to a windows machine, and vise versa

    We have been using version 1.12.5 (2019.09.03), everything works fine, and have been in production for a while. All communications to this point have been done over ws://

    Our customers requested we go to wss:// version 1.12.5 would not join to our server using wss:// (we can join using other methods such as javascript to join using wss)

    So I downloaded the latest version this morning from the asset store, and that fixed the joining to SSL, all good so far.

    We then started seeing weird deserilisation errors when the android headsets went to sleep and then work up again.

    When OnApplicationPause happens on the headset, we call webSocket.Close() or webSocket.Close(1000,"bye!") and then on resume we attempt to reconnect to the websocket server. (production code, have been working for months)

    We can reconnect fine, but, not consistently, but more often than not, when the android server sends a byte[] to the server the byte array is of a certain length, when it arrives at the server it is of a different length.

    Please see these 2 images

    the white window is the logcat from the android headset, is is a sum of the byte array before it is sent using webSocket.Send() the black window is the server doing a sum of the byte array it received, the unity window is a sum of the byte array the windows machine received from the server working.PNG NotWorking.PNG
     
  43. BestHTTP

    BestHTTP

    Joined:
    Sep 11, 2013
    Posts:
    1,541
    @bhermer

    As a start, could you set the plugin's log level to All and send over (besthttp@gmail.com) the produced logs?
    You can add this line somewhere in your startup code:
    Code (CSharp):
    1. HTTPManager.Logger.Level = Logger.Loglevels.All;
     
  44. BestHTTP

    BestHTTP

    Joined:
    Sep 11, 2013
    Posts:
    1,541
    @bhermer

    When you write that the logged amount is the sum of the byte array, that means you send one byte[] or multiple byte[]s?
     
  45. bhermer

    bhermer

    Joined:
    Jun 24, 2013
    Posts:
    23
    Multiply bytes, in this instance it is a binary serialised class, the summing is simply a crude way of me checking the byte arrays are the same. I will email you the logs.
     
  46. BjoUnity3d

    BjoUnity3d

    Joined:
    Jul 24, 2012
    Posts:
    42
    I just installed BestHTTP 2.1.0 from the asset store on Unity 2017.4 and I'm getting the following compiler errors:


    [CompilerError] Cannot access protected member `System.Threading.WaitHandle.Dispose(bool)' via a qualifier of type `System.Threading.AutoResetEvent'. The qualifier must be of type `BestHTTP.Logger.ThreadedLogger' or derived from it
    Compiler Error at Assets/Best HTTP/Source/Logger/ThreadedLogger.cs:156 column 34


    [CompilerError] No overload for method `Dispose' takes `0' arguments
    Compiler Error at Assets/Best HTTP/Source/Logger/ThreadedLogger.cs:156 column 34
     
  47. BestHTTP

    BestHTTP

    Joined:
    Sep 11, 2013
    Posts:
    1,541
    @BjoUnity3d What version of Unity are you using? Could you send a minimal repro project to my email address(besthttp@gmail.com)?
     
  48. BjoUnity3d

    BjoUnity3d

    Joined:
    Jul 24, 2012
    Posts:
    42
    I'm on 2017.4.40f1 LTS, which is the latest version of 2017 released May 19, 2020.
     
  49. BjoUnity3d

    BjoUnity3d

    Joined:
    Jul 24, 2012
    Posts:
    42
    I just created a new project and installed BestHTTP Pro 2.1.0 and got the same error. I sent the project to your email. Thanks for your help!
     
  50. stonstad

    stonstad

    Joined:
    Jan 19, 2018
    Posts:
    231
    @BestHTTP

    If using WebPlayer w/ WASM compilation and threading enabled (threading=true for async/await keyword compilation, not actual multithreading), How does one get HTTP Post to work?

    Unity 2020.1.
     
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