I'm merging my existing standalone WebSocket Server into a unity project in order to allow the Unity project to accept communications from a webpage that's delivered via a learning management system but have run into an Issue I don't know how to resolve. The existing WebSocket server operates perfectly as a .Net 4.5.2 application using System.Net's HTTPListener and WebSockets Classes, however when I merge the code into a Unity Standalone Build, I encounter two Issues. (Minor) Issue 1: HttpListenerContext.Request.IsWebSocketRequest is always false. Even when the request is correctly formed. I've worked around this by manually evaluating the request and sending an appropriate 'upgrade' response that's accepted by the client. (Major) Issue 2: [quote]H̶t̶t̶p̶L̶i̶s̶t̶e̶n̶e̶r̶.̶G̶e̶t̶C̶o̶n̶t̶e̶x̶t̶A̶s̶y̶n̶c̶(̶)̶ HttpListenerContext.AcceptWebSocketAsync() is not supported within unity! I've looked into manually implementing this, but it's not a quick or easy task and roadblocks forward momentum. As I seldom need to network or support communication within the applications I build, I'm not sure whether there's a unity mandated, or idiosyncratic implementation that must be followed instead and am open to advice on the matter. Edit: Copied the wrong line for issue 2, fixed.