Unity android build mysteriously stopped connecting to server, editor works fine
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Assessment
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Newbie friendliness
- 25/100
- Issue type
- Bug
- Clarity
- Needs clarification
- Activity status
- Stale
- Tech stack
- android, csharp, unity
- Domain
- game-dev, mobile-dev, networking
Research direction
Start with the Unity Android connection path using the reported WebSocket constructor and compare it with the working editor path. Trace why neither OnOpen nor OnError is called, using Android-specific diagnostics if available. Done means the Android build connects to the server again or reports a clear, actionable failure.
Written by the indexing model from the issue text.
Description
I have a confusing problem where my Unity android build mysteriously stopped connecting to my glitch server. Earlier today, it worked fine. As of this evening, it silently fails without any output. For reference, this is how I'm opening my connection:
websocket = new WebSocket("ws://" + m_ServerIp, new Dictionary<string, string>() { { "User-Agent", "Unity3D" } });
but websocket.OnOpen() or websocket.OnError() are never called.
The code itself hasn't changed. So I'm running on weird theories like my android device updated itself and is now blocking the connection. Or perhaps glitch has changed something on the backend that is now causing the connection to fail (again only from an android build. Everything else seems fine).
Any suggestions on what might be going wrong, or how to better debug this? The silent failure has me stumped. Thx!
- Dominant language
- C#
- Stars
- 1.7k
- Forks
- 206
- PR merge metrics
- No merged PRs in 30d
Contributor guide
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First steps
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