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Question by klkuns12811 · Feb 17, 2017 at 09:15 AM · unity 5networkingwindows store app

Windows Store Platform Build Issues with Networking

I have a program that connects, sends and receives a message over a network, and it runs fine when built on other platforms or when I just hit the play button to demo it. As soon as I build it for windows store, I get the error shown below. The dialog above the error is from when I demoed it with the play button. It doesn't give me any details as to what is wrong so I'm a little stuck here. I included my code at the bottom. Any help would be appreciated soooooo much.

alt text

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.Networking;
 using System.Runtime.Serialization.Formatters.Binary;
 using System.IO;
 
 public class Transport : NetworkBehaviour {
 
     int myReliableChannelId;
     int socketId;
     int socketPort = 8888;
     int connectionId;
 
     // Use this for initialization
     void Start () {
         NetworkTransport.Init();
         ConnectionConfig config = new ConnectionConfig();
         myReliableChannelId = config.AddChannel(QosType.Reliable);
         int maxConnections = 10;
         HostTopology topology = new HostTopology(config, maxConnections);
         socketId = NetworkTransport.AddHost(topology, socketPort);
         Debug.Log("Socket Open. SocketId is: " + socketId);
 
     }
     
     // Update is called once per frame
     void Update () {
         int recHostId;
         int recConnectionId;
         int recChannelId;
         byte[] recBuffer = new byte[1024];
         int bufferSize = 1024;
         int dataSize;
         byte error;
         NetworkEventType recNetworkEvent = NetworkTransport.Receive(out recHostId, out recConnectionId, out recChannelId, recBuffer, bufferSize, out dataSize, out error);
 
         switch (recNetworkEvent)
         {
             case NetworkEventType.Nothing:
                 break;
             case NetworkEventType.ConnectEvent:
                 Debug.Log("incoming connection event received");
                 break;
             case NetworkEventType.DataEvent:
                 Stream stream = new MemoryStream(recBuffer);
                 BinaryFormatter formatter = new BinaryFormatter();
                 string message = formatter.Deserialize(stream) as string;
                 Debug.Log("incoming message event received: " + message);
                 break;
         }
     }
 
     public void Connect()
     {
 
             byte error;
             connectionId = NetworkTransport.Connect(socketId, "127.0.0.1", socketPort, 0, out error);
             Debug.Log("Connected to Server. ConnectionId: " + connectionId);
         
     }
 
     public void SendSocketMessage()
     {
         byte error;
         byte[] buffer = new byte[1024];
         Stream stream = new MemoryStream(buffer);
         BinaryFormatter formatter = new BinaryFormatter();
         formatter.Serialize(stream, "HelloServer");
 
         int buffersize = 1024;
 
         NetworkTransport.Send(socketId, connectionId, myReliableChannelId, buffer, buffersize, out error);
     }
 }
 
capture.png (29.5 kB)
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