![]() ![]() Careful with non-binary glTFs though (.gltf)! They usually consist of external files as well (.bin file, textures etc.) which you'd have to download as well, if you manage the download yourself. You can load both URLs or download assets to a file and load from there (which essentially can work as a cache for subsequent runs). I think, that was the reason that I was first getting the error about " refusing connection at port 80" because I think that port was already occupied by the call that I made to UWR. ![]() Previously, as mentioned in the above code, I assumed that GLTFast imports model from a local file location in Android and that's why I was first downloading the model using Unity Web request and was storing it at some local location in Android and then giving the path of this local file location to GLTFast. Paths have to be prefixed with file:// on certain platforms (again, consult the docs) You have to give it the path or URL to the glTF asset (.glb or. I mention that so you can read their docs and figure it out (there's tons of threads out there regarding loading files with it. UnityWebRequst is provided by Unity and just used by glTF as a dependency. If I understand correctly then UnityWebRequest is already implemented within GLTFast and I just have to give the static link(URL) to the library as input. And thanks once again for this awesome library. There is another problem for which I will create another issue. But when he is on sim card 2, he gets a 'Cannot connect to destination host', whenever the app tries to contact the server. When he is on sim card 1, the app works as it should. He has a phone with two sim cards (private and work). I think, that was the reason that I was first getting the error about " refusing connection at port 80" because I think that port was already occupied by the call that I made to UWR. One of the players of my app reported a very mysterious problem. The code that is supposed to be executed is php code. Also, when I copy the URL (test.text) in my browser it returns no errors, and when I remove 1 variable from the URL it gives a notice that it is missing that variable. If I understand correctly then UnityWebRequest is already implemented within GLTFast and I just have to give the static link(URL) to the library as input. This worked fine in a previous test with less variables. Using (UnityWebRequest post = UnityWebRequest.Post(days, I managed to import the models into VR. Unity is the ultimate game development platform. Using (UnityWebRequest get = UnityWebRequest.Get(testURL))įorm.AddField("username", username.text) įorm.AddField("password", password.text) ![]() Any ideas on what im doing wrong here? public IEnumerator LoginUser() The following code is sent once the player hits a login button. I'm using a test URL to make sure it was't an issue with the original. UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) LoginHandler:CheckForNetworkErrors(UnityWebRequest) (atĬ_Iterator2:MoveNext() (at Assets/Scripts/LoginHandler.cs:92) ![]() The strange part is the Get is working fine, but the Post turns up the following Error : Cannot connect to destination host Network Unfortunately, we cannot support playing the game on a Chromebook as Google and Unity will no longer be supporting them. I'm trying to set up a login screen but I'm having troubling Posting to the server properly. How To Fix Cannot Resolve Destination Host - Axie Infinity Fixed Cannot Resolve Destination Host error - Axie Infinity Show more Axie Infinity 2018 Browse game Gaming Browse all gaming The. The AQ3D Team does not have any current plans to create a version of the game for Windows Phones, Linux or any consoles, but this may change based on time, resources, community interest, device status, and the games' success. How To Fix Cannot Resolve Destination Host - Axie InfinityFixed Cannot Resolve Destination Host error - Axie InfinityMusic:Track: Zeus X Crona - Who doesnt. I'm familiar with Unity but new to trying to communicate with servers. ![]()
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