Marc D
Marc D
Thanks for your reply ! I'm not sure how to get a Google Play sandbox receipt. I tried the one in your test folder and it doesn't seem to work....
What I get is that with the receipt from your test folder: {"error":{},"status":1,"message":"client_id, client_secret, access_token and refres_token should be provided"} Maybe because the receipt is a subscription? maybe that not...
So i tried disabling inside the Start() function and it doesn't work, it will spawn and sync right away. Disabling in the Awake() function works, it prevents the Spawn, but...
Cool, will it also be possible to Spawn() an object that was previously Despawn() ? So Spawn() and Despawn() at will without destroying the object ? So it keeps running...
Can't believe this issue is still not fixed. This makes Netcode unusable with large number of NetworkObjects in a scene. For anyone that has this issue, you can use this...
Ok so I found where the driver is created in the code UnityTransport.cs line 1123 ``` m_NetworkSettings.WithNetworkConfigParameters( maxConnectAttempts: transport.m_MaxConnectAttempts, connectTimeoutMS: transport.m_ConnectTimeoutMS, disconnectTimeoutMS: transport.m_DisconnectTimeoutMS, heartbeatTimeoutMS: transport.m_HeartbeatTimeoutMS, maxFrameTimeMS: maxFrameTimeMS); ``` But it...
I think i found the issue: Please change line 70 in WebSocketClientFactory.cs so that that it checks if its using the Unity Editor ``` public static IWebSocketClient Create(string url) {...
Test page: http://marcantoinedesbiens.ca/test/ Both video have the same parameters , but the second loads the plugin from another domain. Only the first works.
And yes it is exactly the same swf file on both servers