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brainCloud Forums
Steve JonesS

Steve Jones

@Steve Jones
brainCloudAdmin
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Recent Best Controversial

    Important: Unity 2019.X on mobile devices
  • Steve JonesS Steve Jones

    Confirmed.

    After every unity build to Xcode Project,

    @synchronized (self) needs to be wrap the contents of writeMoreBody function.

    From within the Xcode project file Classes/Unity/UnityWebRequest.mmScreen Shot 2019-06-25 at 3.16.06 PM.png


  • Important: Unity 2019.X on mobile devices
  • Steve JonesS Steve Jones

    Just an update. A bug report has been submitted to Unity regarding the UnityWebRequest usage on iOS devices on the Unity 2019 engine.

    Bug Information : 1163795 | (Open) iOS - UnityWebRequest Errors - Large Packets - With Examples

    Zipped Project : https://www.dropbox.com/s/ccybrg3tirpud0u/iosWebRequestFailures.zip

    To Repro:

    • Networking Error observed on iOS devices. Run Example from Editor, Tests will commence immediately. UnityWebRequests of varying sizes ~100b, ~1200b, ~8000b, ~21000b and ~48000b are sent multiple times during the tests. The messages are sent to an echo endpoint, in order to confirm proposed send, and processed server data.
    • Logs are outputed to the screen, as well as the console for larger error packets.
    • All tests pass on Editor.
    • Build for iOS.
    • Open Xcode, Autosign the app, and build for device.
    • Tests fail at inconsistent moments in running tests.
    • Close the app, Re-run tests. Observe different failure conditions. Repeat.

    Observed errors. No error, or data response returned. (0b response)
    Observed errors. Corrupt data sent. (misaligned data)
    Observed errors. Corrupt data sent, varying response from server (different sized response, shorter and larger response size)
    Observed errors. CRITICAL networking error, where NO MORE network traffic is processed. (need to hard close the app for Network traffic to occur again)


  • Matchmaking To An Edgegap Hosted Server Instance
  • Steve JonesS Steve Jones

    Hey, thanks for reaching out. To answer your main question directly: yes, brainCloud's lobby and matchmaking system can trigger an Edgegap server deployment automatically. You do not need to build a custom C++ room server to make this work.

    https://github.com/getbraincloud/examples-cpp/tree/develop/relaytestapp

    The relaytestapp example on the develop branch of examples-cpp is a working client example that does exactly what you are describing. It uses brainCloud lobbies and matchmaking to find a match, and once the lobby is ready to launch, brainCloud handles spinning up the Edgegap server and passes the connection details back to all players through RTT.
    The server configuration you see in the screenshot is what ties everything together on the brainCloud side. That entry defines which Edgegap application to deploy, which regions to consider based on the selected beacons, and the credentials needed to make the deployment call. Once that server is linked to a lobby type, the entire launch sequence is handled for you.
    The relaytestapp is a solid starting point to see this end to end.
    Screenshot 2026-05-07 at 12.13.17 PM.png

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