![]() ![]() The docs mentioned not using initCrypto in regards to websockets, so I'm not using it, but I'm not sure if not using that in this case is affecting the connection? Honestly though, I'm just assuming it's the 404, I'm not sure how to remove the /websocket at the end of the domain though, am I supposed to? Maybe I've set things up incorrectly? I have setup the connection according to the docs, the only differences include, removing 8080, and just using 8443, and changing UseWebSocket.WS_BIN to UseWebSocket.WSS_BIN for the secure connection, since my SmartFox config only accepts secure connections. The connection attempt seems to add /websocket to each request, which returns a 404, since /websocket doesn't exist on my server. Not really sure how to interpret that, though.I'm experimenting with websockets with Unity's WebGL Builds, and I cannot connect to my server running SmartFox, my server has an SSL setup and SmartFox is set to only accept secure incoming connections, which is why I'm trying to use the WSS protocol, but out of curiosity I tried using just the normal WS protocol as well, just to check if maybe trying to connect using WSS was the problem, no luck, neither seem to work. Sometimes I see GC and some event handling. So at least it looks like it gets done decompressing then some stuff seems to be happening, and then sporadic "Task"s every other second (it just continues like that to the right). Would be interesting if could do some similar testing.Īs for debugging the issue itself. So yeah, it seems somehow tied to my Chrome were you logged in when testing on Chrome? I tried disabling all browser extensions, but it still didn't work BUT! If I log out of chrome it disappears, so it's somehow tied to my user, or perhaps just being logged in (I only have one user) and the weird thing is that being logged in seems to affect incognito mode as well. The issue happens in both regular mode and incognito I tried disabling wi-fi on my phone to see if that helped, but it didn't It happens in Chrome/Chromium on all my devices (2x Windows 10, Linux, Android) It only happens in Chrome and Chromium, not in Firefox, Edge, Epiphany I did some further testing, and found some really weird connections: For me it downloads almost instantly, and then it just hangs forever (or at least for 20 minutes) I will delete them in a couple of weeks so they don't clutter my dashboard, though. maybe it should say application/javascript?Īnyways, you can try both projects if you want, password is "bug" unityweb has content-type: application/octet-stream for instance, which I don't really know whether is wrong or not. This, to me, looks like a bug in the unity compression fallback, though I'm not super-familiar with all the http response headers. This time however, I see no errors in the console, just a warning that the fallback is being used, but then it's stuck with no errors: I guess that particular issue should be reported as a bug to itch.io, then?Īnyways, I also tried enabling decompression fallback. It looks like itch.io does not set "Content-Encoding: br", though, and since there is no compression fallback, it fails. I was curious why it failed originally, though, so I reproduced the issue today by creating a new clean 2D project in 2020.1.8f, building and pushing with default settings: brotli compression and no compression fallback. In that case, users should pre-compress the content on disk when doing the Unity build by enabling Compression Format: gzip, and then configure the server HTTP Response Header to advertise Content-Encoding: gzip for those files. The other alternative is when a web server does not have an on-demand server-side compression engine in place. So when uploading content to Itch.io, one should have Compression Format: Disabled and Decompression Fallback: Disabled. When a server-side on-demand compression scheme is being used, developers should disable pre-compression in Unity build settings. They are doing the Right Thing when it comes to web hosting, and they employ a server-side compression cache to compress content on-demand when browsers visit them. Looking at the content that is server by Itch.io via Chrome Network Devtools, it shows the following that the files, .unityweb and are all properly served as gzip compressed, as is shown by the presence of the Content-Encoding: gzip header. ![]()
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