Important: Unity 2019.X on mobile devices
Minor update: Unity's QA team has confirmed with us that they have been able to reproduce the defect, and have sent it to the developers for resolution.
No ETA of course - but good to have the official recognition - hopefully a fix will come soon!
Bug Information : 1163795 | (Open) iOS - UnityWebRequest Errors - Large Packets - With Examples
Good to hear. Though, this still does not appear on their issue tracker, so can't vote on it. Do you have an issue tracker link I could access?
@Omar-Alzayed We don't have an official link either. We have a fogbugz id linked to our dev who reported it - but that seems to be private to him. It doesn't seem like it's their official defect.
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I found it in the issue tracker, for those who want to vote on it:
Folks please click and add your +1 to this issue!
This comment was posted on the issue tracker. Could this help?
That might work for individual apps.
I believe that's a patch to the Trampoline code that Unity generates.
Unfortunately, it's not so much a patch for brainCloud because those changes would need to be made by each app developer. (And I believe that you would need to re-apply the changes everytime you update Unity).
That said, it might be a short-term fix for someone how needs to release on 2019 now!
(I'll see if I can get a dev to try the fix and test to see if it works for us).
After every unity build to Xcode Project,
@synchronized (self)needs to be wrap the contents of
From within the Xcode project file
Thank you for confirming this and further explaining the solution.
Congratulations on 4.1!
Chris Brown last edited by
I noticed our UnityWebRequest.mm file is different. Do we still need the @synchronized fix?
Good news folks. Unity is now claiming this issue fixed in 2019.3.
We're haven't confirmed it yet - but this sounds hopeful.
In Unity version 2019.3.0a8 the issue seems confirmed fixed. Happy coding!
That's awesome to hear!