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I tried to use NativeWebSocket in Unity to communicate with a python server, which is based on Flask Socket IO.
I used the sample in the readme file just to try simple communication and when launching my app, the websocket is instantly closed after connection is done. I tried to investigate with the debugger tool and found out the issue might come from the Receive() method in WebSocket.cs :
Even though m_CancellationToken is set to false, after this instruction is done, my websocket state changes from 'Open' to 'CloseReceived' which leads to, as said, the closure of the websocket.
Did I miss anything in the setup of the NativeWebSocket or is this some kind of unwanted behavior out of scope?
The text was updated successfully, but these errors were encountered:
I tried to use NativeWebSocket in Unity to communicate with a python server, which is based on Flask Socket IO.
I used the sample in the readme file just to try simple communication and when launching my app, the websocket is instantly closed after connection is done. I tried to investigate with the debugger tool and found out the issue might come from the
Receive()
method inWebSocket.cs
:Even though
m_CancellationToken
is set tofalse
, after this instruction is done, my websocket state changes from 'Open' to 'CloseReceived' which leads to, as said, the closure of the websocket.Did I miss anything in the setup of the NativeWebSocket or is this some kind of unwanted behavior out of scope?
The text was updated successfully, but these errors were encountered: