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Unable to resolve host "cdp.cloud.unity3d.com"

Discussion in 'Editor & General Support' started by GuyTidhar, Oct 2, 2017.

  1. JeffDUnity3D

    JeffDUnity3D

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    The issue regarding cdp.cloud.unity3d.com has been identified and a fix is starting to roll out, no ETA yet.
     
    vvander and JoRangers like this.
  2. vice39

    vice39

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    2019.2.12f1 , still getting these Curl errors. Statistics is disabled both in Player and Editor settings.

    Please fix this, it's very distracting. Constant flood of errors.
     
  3. Tynan

    Tynan

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    I have tried my best to disable all these. I certainly never enabled any of them. Yet every time I do anything in the editor, Unity is still writing UnityConnect.asset

    "Disable HW statistics" is enabled in project settings.
    "Disable editor analytics" is enabled in editor settings.

    What else, specifically, do I need to do to make Unity stop writing this file?
     
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  5. NoxusMortem

    NoxusMortem

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    Hi.

    I'm working with a Hololens app and this console keeps popping up with the same message:

    curl error 6: could not resolve host: config.uca.cloud.unity3d.com
    curl error 6: could not resolve host: cdp.cloud.unity3d.com


    This is not a fix but an overwrite. What I did was to add a HUD (UI - > Canvas Object), made the Canvas - > Render Mode: Screen Space - Camera. Edited the Render Camera with the Main Camera and it went away.

    I think it's still there behind the scenes, but it's definitely not showing when I do this.
     
  6. tweedie

    tweedie

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    Any update on this? It's extremely invasive in development builds if the machine/device loses connection to the internet.
    (Working in 2019.2.21f1).
     
  7. spaceyjase

    spaceyjase

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    Agreed - I thought it was something I'd done in the project as the editor continues to crash. I am connected to the Internet but the error remains and the editor (2019.2.13f1) crashes (even opening a new project recreates the issue).
     
  8. littlesome

    littlesome

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    2018.4.17f1 Editor got error 'Curl error limit reached: 100 consecutive messages printed' with Editor Analytics disabled
     
  9. spaceyjase

    spaceyjase

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    This still needs a fix; just some exception handling would do it? However, I managed to resolve this locally by whitelisting the domains:

    config.uca.cloud.unity3d.com
    cdp.cloud.unity3d.com
    unityads.unity3d.com

    Which have made it onto some default tracker list, blocked by the company proxy.
     
  10. pranavkasetti

    pranavkasetti

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    The way to remove these messages is to add an exception to your Ad Blocker. For example, I was using Pi-Hole and this was blocking the query. Once domain was whitelisted, I no longer got those errors.
     
  11. voporak5

    voporak5

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    Is this fixed yet or being rolled out soon? We have some devices crashing on the street on android when they open the app.
    Log in Unity Cloud shows it errors out on this issue

    Using 2018.4.26f1
     
  12. JeffDUnity3D

    JeffDUnity3D

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    Can you share the log?
     
  13. voporak5

    voporak5

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    Yep

    Here's the stacktrace

    Code (CSharp):
    1. Managed Stack Trace:
    2.  
    3. System.Net.Sockets.SocketAsyncEventArgs.FinishOperationAsyncFailure (System.Exception exception, System.Int32 bytesTransferred, System.Net.Sockets.SocketFlags flags) (at <00000000000000000000000000000000>:0)
    4. System.Net.Sockets.MultipleConnectAsync.DoDnsCallback (System.IAsyncResult result, System.Boolean sync) (at <00000000000000000000000000000000>:0)
    5. System.Threading.ThreadPoolWorkQueue.Dispatch () (at <00000000000000000000000000000000>:0)
    and here's the actual log

    Code (CSharp):
    1.  
    2. Log Message    Aug 27, 2020, 18:35:46.550    92    OnInitialized: PASS
    3. Log Message    Aug 27, 2020, 18:35:46.563    92    UnityIAP: Promo interface is available for 29 items
    4. Log Message    Aug 27, 2020, 18:36:34.072    159    UNITY: PERMISSION SYS
    5. Log Message    Aug 27, 2020, 18:36:34.101    159    Register called HasRegistered: False requesting: False id:
    6. Log Message    Aug 27, 2020, 18:36:34.124    159    RequestAuthorization
    7. Log Message    Aug 27, 2020, 18:36:34.334    160    FirebaseID is .....
    8. Warning    Aug 27, 2020, 18:36:34.451    164    PushRegistrationResponse {"@class":".PushRegistrationResponse","registrationId":".....","requestId":"637341285943459140_4"}
    9. Error    Aug 27, 2020, 18:41:22.458    258    java.net.ConnectException: Failed to connect to config.uca.cloud.unity3d.com/35.241.26.53:443
    10. Error    Aug 27, 2020, 18:41:23.038    258    java.net.UnknownHostException: Unable to resolve host "perf-events.cloud.unity3d.com": No address associated with hostname
    11.  
     
  14. JeffDUnity3D

    JeffDUnity3D

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    This is a different endpoint. We would need steps to reproduce. config.uca.cloud.unity3d.com/35.241.26.53:443 doesn't look like a valid URL, but that is the correct IP address. Seems to happen right after the Firebase call? Are you able to reproduce?
     
  15. voporak5

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    Unfortunately no, but we did get a review posted on your app page in the play store as well as another person that's an investor sent a screenshot of the app closing after it opened showing the typical android native popup when the app crashes on device. This one https://i.ytimg.com/vi/jhZke_CgyB0/hqdefault.jpg

    "AppName has stopped."

    I didn't want to put the exact app name just in case I shared details I wasn't supposed to share.
    So we're really perplexed, the only information I had to go off of was the device which was that Samsung A20 and those logs in Unity Cloud. All of our devices in the office are fairly new as well.

    In the meantime we disabled that HW Statistics thing and released a new build to the street yesterday so we're waiting for a report from our investor to see if the issue is resolved for them.
     
  16. JeffDUnity3D

    JeffDUnity3D

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    Are you testing on the same device?
     
  17. voporak5

    voporak5

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    We don't have that device,
    the issue still exists on their device too so disabling that HW Statistics flag does not seem to have helped.

    Ok turns out it's not the Samsung A20 but it's the Samsung Galaxy S7 and we do have that so we're going to test that out here soon
     
    Last edited: Aug 31, 2020
  18. JeffDUnity3D

    JeffDUnity3D

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    What services do you have enabled? A Charles Proxy capture would confirm the issue https://support.unity3d.com/hc/en-us/articles/115002917683-Using-Charles-Proxy-with-Unity
     
  19. voporak5

    voporak5

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  20. JeffDUnity3D

    JeffDUnity3D

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    Any services that might be sending network requests, the Charles Proxy capture would confirm.
     
  21. voporak5

    voporak5

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    Oh gotcha, I'll get back to you on that once the device gets to me. We ordered a Galaxy S7 and it should arrive by Friday.
     
  22. JeffDUnity3D

    JeffDUnity3D

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    So if you've followed other threads on the Unity forums, there are separate issues with some Samsung devices. The capture should be interesting.
     
  23. voporak5

    voporak5

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    Ok so the device showed up in the mail and at a glance, it just seems to be that the user's device does not have any OS updates past Android 7.0. Our app supports Android 8.0+, so if that's the case the logs reported from the user's device are all coincidental or we mistook some logs we were looking at for this user's device.

    The user must have gotten the App from dropbox or something...

    We're going to verify with the user that that is indeed the case and if so, then this has been a long winded hoopla for nothing... Will update you with the final results
     
  24. JeffDUnity3D

    JeffDUnity3D

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    I own a Galaxy S7 and it works great for me, I test Unity apps on it every day.
     
  25. voporak5

    voporak5

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    Ok turns out after connecting the phone the issue has nothing to do with unity cloud and is actually this issue
    https://stackoverflow.com/questions...google-firebase-provider-firebaseinitprovider

    Appreciate you at least sticking with me Jeff!
     
  26. JeffDUnity3D

    JeffDUnity3D

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    voporak5 likes this.
  27. voporak5

    voporak5

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    That's ok, we would have needed to order it anyways!
     
  28. dgoyette

    dgoyette

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    @JeffDUnity3D , is it known that this is showing up in Windows Standalone builds when playing with internet disconnected? I can easily reproduce this just by running a build of my game with internet turned off. Maybe every 30 seconds or so I get another of these popping up on the screen:

    This is in a build created under 2019.4.8. Is there something I can do to prevent these messages from showing up? The only services I'm aware I use are Cloud Diagnostics, but I would expect that would only make any network activity when actually submitting. Is there a way I can handle these errors and ignore them so they don't bubble up?
     
  29. dgoyette

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    I'm actually seeing a number of different curl errors, with different error codes. Is there something I can do to stop these from bubbling up and being displayed in the built-in console in a development build, aside from removing the "Development" flag from the build? I'm getting a lot of error reports from users telling me about these errors, when there seems to be nothing I can do to prevent them.
     
  30. JeffDUnity3D

    JeffDUnity3D

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    Can you share a screenshot?
     
  31. dgoyette

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    The size on this one is a little small, but it's what was sent to me:

    upload_2020-9-11_19-15-49.png

    And then I get this any time I start by game if I disable my wifi first:

    upload_2020-9-11_19-17-11.png

    I no longer have the screenshots, but I believe there were at least two other error codes reported as well, all in the form "curl error N"
     
  32. JeffDUnity3D

    JeffDUnity3D

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    So your users can see the Development Console?
     
  33. dgoyette

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    Yes. That first screenshot was submitted by a user. They're running a "Development Build" of my game, but it's a Windows Standalone Build. I understand I could get rid of the Dev Console if I gave them a non-Development build, but these are generally users who are testing out the game, and keeping it as a Development build makes sense in all other ways.
     
    Gordune and JeffDUnity3D like this.
  34. DovitItalia

    DovitItalia

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    Using 2019.4.20 LTS, still having this annoying log in android distribution build: E/Unity: Curl error 7: Failed to connect to cdp.cloud.unity3d.com port 443: Connection refused.

    "Disable editor analytic" option is on

    As some other mentioned, this is an annoying and problematic log. Our customers doesn't want that any of the data of our application will be collected / analyzed. What is unity trying to do by showing me this error? Or, better, what is the best way to be sure that NO DATA AT ALL will travel through the unity server from our final application?
     
  35. JeffDUnity3D

    JeffDUnity3D

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    Please share your Charles Proxy capture, ensure it is unencrypted. This would help troubleshoot. Otherwise, ensure that Cloud Diagnostics is turned off in the Services window, along with Analytics as Off. Also, you can try this code in Start() or Awake()

    Code (CSharp):
    1. Analytics.initializeOnStartup = false;
    2. Analytics.enabled = false;
    3. PerformanceReporting.enabled = false;
    4. Analytics.limitUserTracking = true;
    5. Analytics.deviceStatsEnabled = false;
    https://support.unity.com/hc/en-us/articles/115002917683-Using-Charles-Proxy-with-Unity
     
  36. DovitItalia

    DovitItalia

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    Thanks for your suggestions. All the Services was already turned off, I added those lines of code at the very beginning of the application but, still, every minute or so, the application tries to connect to the unity3d cloud.

    About Charles, I have the session saved and ready to send but seems i cannot post it directly here, where can i send it?
     
  37. JeffDUnity3D

    JeffDUnity3D

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    You can send via direct message here on the forum
     
  38. justaddice83

    justaddice83

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    Unity 2019.4.19. UWP, Hololens 2. Building as release. I can confirm the Development Console is appearing, which it surely should never do unless on a development build?

    I am getting the Curl errors as above, but regardless of the error, the point of never showing the Development Console for a production ready build remains.
     
  39. DovitItalia

    DovitItalia

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    @JeffDUnity3D : I don't know if was not clear enough in my messages but, the matter that i want to point out is NOT the absence of internet on the device or the fix for the failure of data collection. But the fact that I DON'T WANT THAT UNITY TRY TO COLLECT OR ANALYZE DATA FROM MY APPLICATION.

    My concerne is the appearance of that log error in first place. The fact that still appear after all the precautions and the options that unity give me to disable it is the real problem here!
     
  40. JeffDUnity3D

    JeffDUnity3D

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    I might suggest that you turn on the Internet and run Charles proxy to see what it is doing and what service might be sending the data. All I see are the Red X's in the capture, not helpful. I'm assuming you've followed everything mentioned here, please confirm https://forum.unity.com/threads/una...-cloud-unity3d-com.498365/page-2#post-6851564
     
  41. DovitItalia

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    As already mentioned, yes. https://forum.unity.com/threads/una...-cloud-unity3d-com.498365/page-2#post-6863780 I followed everything suggested in your answer, code and editor side.

    I can make another run on Charles proxy but I can assure that there was internet on my device. From the same log I sent you the other day, example, you can see a connection through android.googleapi.com established, am I missing something?
     
  42. kaneWadel32

    kaneWadel32

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    If you use Unity services like IAP, Analytics, and so on be sure you are login into unity hub. in my case I use IAP(which enable automatically Analytics) and I have got this same error after read responses in this canal I have checked and note that I was logout from unity services. In summary, as @edwon said, Unity wants you to be connected to the internet especially if you are using unity services
     
  43. DovitItalia

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    To confirm that i had internet, and maybe to help you to find the problem i attach the android log here (I removed my real package name)

    Code (JavaScript):
    1. 02-25 10:44:14.081 2080-2181/mpackage I/Unity: HiSocket - MainThread Finally - socketReady? True
    2.     UnityEngine.Logger:Log(LogType, Object)
    3.     HiSocket:<ConnectToSocket>b__49_0()
    4.     System.Threading.ThreadStart:Invoke()
    5.     System.Threading.ContextCallback:Invoke(Object)
    6.     System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
    7.     System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
    8.     System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
    9.     System.Threading.ThreadStart:Invoke()
    10.    
    11.     (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
    12. 02-25 10:44:36.392 2080-2124/mpackage E/Unity: Curl error 7: Failed to connect to cdp.cloud.unity3d.com port 443: Connection refused
    13.    
    14.     (Filename:  Line: 813)
    15. 02-25 10:45:36.391 2080-2231/mpackage D/libc-netbsd: [getaddrinfo]: hostname=cdp.cloud.unity3d.com; servname=443; netid=0; mark=0
    16. 02-25 10:45:36.391 263-758/? D/FrameworkListener: dispatchCommand data = (getaddrinfo cdp.cloud.unity3d.com 443 0 2 1 0 0)
    17. 02-25 10:45:36.393 263-2232/? D/libc-netbsd: [getaddrinfo]: hostname=cdp.cloud.unity3d.com; servname=443; netid=1001; mark=1001
    18. 02-25 10:45:36.393 263-2232/? D/libc-netbsd: getaddrinfo: cdp.cloud.unity3d.com get result from proxy gai_error = 11
    19. 02-25 10:45:36.396 263-2232/? D/libc-netbsd: res_queryN name = cdp.cloud.unity3d.com, class = 1, type = 1
    20. 02-25 10:45:36.408 263-2232/? D/libc-netbsd: res_queryN name = cdp.cloud.unity3d.com succeed
    21. 02-25 10:45:36.413 2080-2231/mpackage D/libc-netbsd: getaddrinfo: cdp.cloud.unity3d.com get result from proxy gai_error = 0
    22. 02-25 10:45:36.417 2080-2123/mpackage E/Unity: Curl error 7: Failed to connect to cdp.cloud.unity3d.com port 443: Connection refused
    23.    
    24.     (Filename:  Line: 813)
    25.  
    From there you can see my log showing a TPC socket connection to an external service, and immediately after, that cloud unity error
     
  44. JeffDUnity3D

    JeffDUnity3D

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    We need the Charles capture, not the device logs.
     
  45. DovitItalia

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    I don't understand if I don't write my sentences correctly, or you don't want to listen what I am saying. I repeat what i wrote a few hours ago:

    "I can make another run on Charles proxy but I can assure that there was internet on my device. From the same log I sent you the other day, example, you can see a connection through android.googleapi.com established, am I missing
    something?"

    The device log was just something to confirm that the internet is available and correctly working on my device, and, as said, "maybe to help"
     
  46. DovitItalia

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  47. JeffDUnity3D

    JeffDUnity3D

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    The previous Charles capture was not complete, it contains only the Red X's when you examine it. The phone did not have an internet connection. We need a capture when it can connect to the Internet. Clearly something is hitting the internet, we are trying to uncover which service might be doing so. Ensure you are not behind a firewall or proxy. Without a valid Charles Proxy capture, the only thing I can do is agree with you that something is sending a request. The Charles capture needs to have a successful request and response to find out what it is. Several Unity services hit that same endpoint.

    The steps would be:

    * Enable the Internet on this device. Ensure you can browse to a website on the device, to test connectivity. Check the Google Play app to ensure you are logged in, for example. Perhaps try browsing to id.unity.com on the device to ensure there are no blocked IP addresses in your location
    * Follow all the steps in the Charles Proxy article
    * Add the charlesproxy.unitypackage to your project
    * Create a build
    * Deploy to device
    * Run Charles
    * Launch your game
    * Stop the capture and examine it. Ensure the request and response packets to Unity are not encrypted
    * Provide the capture. The request and response will tell us which service is sending the event. We can then contact the team here responsible for that service and hopefully address the issue. I suspect it is in some legacy code.
     
  48. JeffDUnity3D

    JeffDUnity3D

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  49. DovitItalia

    DovitItalia

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    I just unlocked the US market on the store, it might take a while to be available, ill do what you said about Charles meanwhile
     
  50. JeffDUnity3D

    JeffDUnity3D

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    First try browsing to this URL on the device https://cdp.cloud.unity3d.com/ in your browser, should return a blank/empty page with no error