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This repository has been archived by the owner on Feb 20, 2024. It is now read-only.
Do you know of any reason why this wouldn't work when building for android/iOS with Unity3D?
It works great with Unity3D on the desktop. I have a phoenix server running and it connects to the channel and is able to send input and receive it on the server.
But when I run the same code on Android, it never gets past the await socket.ConnectAsync for some reason. There are no errors. It just sits there.
I'm able to reach the server from my phone (for example, I have a phoenix rest server that responds to requests on the same host as the phoenix channel).
Any ideas?
The text was updated successfully, but these errors were encountered:
I read somewhere that NewtonJson has problems with mobile? tried to use JSON.net but having troubles (Error: Could not load signature of Fenix.Channel:Subscribe due to: Could not load file or assembly 'Newtonsoft.Json, Version=12.0.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed' or one of its dependencies. assembly:Newtonsoft.Json, Version=12.0.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed type:<unknown type> member:(null) signature:<none>)
but not sure if worth the effort to look into it if the actual issue is something else.
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Do you know of any reason why this wouldn't work when building for android/iOS with Unity3D?
It works great with Unity3D on the desktop. I have a phoenix server running and it connects to the channel and is able to send input and receive it on the server.
But when I run the same code on Android, it never gets past the
await socket.ConnectAsync
for some reason. There are no errors. It just sits there.I'm able to reach the server from my phone (for example, I have a phoenix rest server that responds to requests on the same host as the phoenix channel).
Any ideas?
The text was updated successfully, but these errors were encountered: