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Bug RenderStreamingSettings.ISignaling overrides inspector values for RenderStreaming component

Discussion in 'Unity Render Streaming' started by NickFrushour, Dec 31, 2021.

  1. NickFrushour

    NickFrushour

    Joined:
    Apr 11, 2011
    Posts:
    12
    I think that maybe ISignaling is missing a 'set' or something. Because it doesn't matter what I put in the inspector, it is always overridden to the default values in RenderStreamingSettings. Or maybe CreateSignal isn't setting the type and url correctly. In any case, it's not hard to workaround, but it took me a while to track it down.

    Edit: I'm using the latest from GitHub

    Code (CSharp):
    1. //This isn't fetching data from the inspector. It's actually overriding with values from this internal class
    2.         public static ISignaling Signaling
    3.         {
    4.             get
    5.             {
    6.                 switch (s_signalingType)
    7.                 {
    8.                     case SignalingType.Furioos:
    9.                     {
    10.                         var schema = s_signalingSecured ? "https" : "http";
    11.                         return new FurioosSignaling(
    12.                             $"{schema}://{s_signalingAddress}", s_signalingInterval, SynchronizationContext.Current);
    13.                     }
    14.                     case SignalingType.WebSocket:
    15.                     {
    16.                         var schema = s_signalingSecured ? "wss" : "ws";
    17.                         return new WebSocketSignaling(
    18.                             $"{schema}://{s_signalingAddress}", s_signalingInterval, SynchronizationContext.Current);
    19.                     }
    20.                     case SignalingType.Http:
    21.                     {
    22.                         var schema = s_signalingSecured ? "https" : "http";
    23.                         return new HttpSignaling(
    24.                             $"{schema}://{s_signalingAddress}", s_signalingInterval, SynchronizationContext.Current);
    25.                     }
    26.                 }
    27.                 throw new InvalidOperationException();
    28.             }
    29.         }
    If I'm doing something wrong, let me know. It's entirely possible :D
     
  2. kazuki_unity729

    kazuki_unity729

    Unity Technologies

    Joined:
    Aug 2, 2018
    Posts:
    803