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Question by Locomalito · Feb 02, 2015 at 10:08 AM · webplayerwwwpostrequest

Web build not calling WWW request

After publishing my project for web, it seems that the WWW request are not being executed. I have no problem with the windows stand alone version. I am using WWW and WWWForm to post request to the server. I'm new to unity so I might be missing a step or something. Is there some kind of restriction for web build to run www methods?

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avatar image Chris333 · Feb 02, 2015 at 01:30 PM 0
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Hi, iam using unity5 beta WebGL build to send request also with the wwwObject and it works fine. So it should also work with the WebPlayer plugin. Could you maybe post the relevant code for your request with www.

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Answer by Chirokidz · Feb 02, 2015 at 03:36 PM

From the docs for WWW:

Note: The security sandbox present in web-player builds prevents you from accessing content not hosted the server where the webplayer is hosted.

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avatar image Locomalito · Feb 03, 2015 at 03:45 AM 0
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thanks for the answer.

ok, so does does mean i have to do something on the server side first before I can test my web builds? XD

In flash there is also this security sandbox but we can allow our games to be tested on the web by just changing some settings in the flash player of my browser. I am trying to find an equivalent option for unity and can't find one.

avatar image Chirokidz · Feb 03, 2015 at 03:56 PM 0
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I haven't worked with the web player very much, so I'm not sure. As long as it makes requests to the same hostname that it was originally served from, it will be fine. If you host it locally for testing, you will need to also have a local version of the server for it to communicate with. Otherwise the best option is to have a separate testing server which has both the test version of your game and the test version of the services which the game is attempting to reach. You would just need to write your code so that it can easily be toggled between the dev and prod servers. You can add a variable for this somewhere, which just needs to be unchecked, or use a #if to check for the 'debug' compiler directive, which unity sets if you tell it you are making a testing build.

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