The issue had to do with ProxyEnable being set to 1 in the registry settings. This is apparently an issue with Mono: https://github.com/mono/mono/issues/10030
A quick fix is to set ProxyEnable to 0.
Search found 55 matches
- 08 Jul 2019, 18:45
- Forum: SFS2X C# API
- Topic: InitCrypto fails
- Replies: 3
- Views: 6605
- 03 Jul 2019, 14:49
- Forum: SFS2X C# API
- Topic: InitCrypto fails
- Replies: 3
- Views: 6605
Re: InitCrypto fails
Hi Lapo. I sent a build to you. Let me know if it says "Securely Connected".
- 02 Jul 2019, 16:14
- Forum: SFS2X C# API
- Topic: InitCrypto fails always
- Replies: 9
- Views: 12112
Re: InitCrypto fails always
Hi Lapo. I've checked the certificate on both websites and it appears to be fine. rest.consortya.com:8443 . My colleague has a clone of the same repository with the same configuration settings. We've even met up and are now on the same wifi, with the same results. I can connect, and he cannot. The e...
- 02 Jul 2019, 16:05
- Forum: SFS2X C# API
- Topic: InitCrypto fails
- Replies: 3
- Views: 6605
InitCrypto fails
We've been using HTTPS with smartfox for about a year now. We recently updated to Unity 2018.4.2 . At first my computer was failing to connect. I went to the server and reimported the SSL cert. After that, my computer was able to connect. My colleague's computer is still failing to connect however. ...
- 02 Jul 2019, 15:36
- Forum: SFS2X C# API
- Topic: WebSocketSharp Conflict. Could it be internal instead of public?
- Replies: 12
- Views: 17599
Re: WebSocketSharp Conflict. Could it be internal instead of public?
The new plugin works great! But, the Allegorithmic Substance plugin seems to have other issues now. Think I'm going to remove it and use Substance Player to bake out all the textures that were relying on the editor plugin.
- 02 Jul 2019, 14:49
- Forum: SFS2X C# API
- Topic: InitCrypto fails always
- Replies: 9
- Views: 12112
Re: InitCrypto fails always
How can I test if I'm having the same issue? I am able to connect from my machine to our server, but InitCrypto fails on my colleague's machine on his network. When my colleague tries to connect to our server, the server log says "com.smartfoxserver.v2.exceptions.SFSRuntimeException: Login reje...
- 02 Jul 2019, 14:22
- Forum: SFS2X C# API
- Topic: WebSocketSharp Conflict. Could it be internal instead of public?
- Replies: 12
- Views: 17599
Re: WebSocketSharp Conflict. Could it be internal instead of public?
Sent an email. Thanks!
- 01 Jul 2019, 16:19
- Forum: SFS2X C# API
- Topic: WebSocketSharp Conflict. Could it be internal instead of public?
- Replies: 12
- Views: 17599
Re: WebSocketSharp Conflict. Could it be internal instead of public?
Hi Paolo, I have a thread going on their end, but they haven't responded yet https://forum.substance3d.com/index.php/topic,29625.0.html They appear to be using WebSocketSharp for some remote interface to edit textures. I'm not quite sure. They are bringing in the file as a .dll and manually loading ...
- 01 Jul 2019, 15:42
- Forum: SFS2X C# API
- Topic: WebSocketSharp Conflict. Could it be internal instead of public?
- Replies: 12
- Views: 17599
Re: WebSocketSharp Conflict. Could it be internal instead of public?
I'll look at the link. I did also post something for the plugin developers to look at. https://forum.substance3d.com/index.php?topic=29625.0
- 28 Jun 2019, 17:29
- Forum: SFS2X C# API
- Topic: WebSocketSharp Conflict. Could it be internal instead of public?
- Replies: 12
- Views: 17599
WebSocketSharp Conflict. Could it be internal instead of public?
I am working on upgrading to 'Unity 2018.4.2'. Unity has made it a requirement to use a separate plugin for Substance textures. This plugin imports websocketsharp and is causing issues in my project. Would it be possible for you to make the declaration of the WebSocketSharp code internal to the sfs2...
- 28 Jun 2019, 16:28
- Forum: SFS2X C# API
- Topic: New C# API v1.7.9 released
- Replies: 3
- Views: 6850
Re: New C# API v1.7.9 released
The documentation still states that it should be called as a coroutine. Might want to fix that.
- 13 Oct 2016, 16:55
- Forum: SFS2X Questions
- Topic: Prevent idle timeout
- Replies: 3
- Views: 8238
Re:
The ping can be done with a simple empty request to your extension. This will be enough to reset the idle timer. I found that an empty request like this wasn't enough. i.e. ExtensionRequest request = new ExtensionRequest(string.Empty, new SFSObject()); Connection.Send(request); Here is what I imple...
- 10 Aug 2016, 14:22
- Forum: SFS2X C# API
- Topic: Standalone build on Unity 5.1.3 & 5.2 for Win crash on exit.
- Replies: 18
- Views: 28254
Re: Standalone build on Unity 5.1.3 & 5.2 for Win crash on exit.
Glad that's working for you too.
- 02 Oct 2015, 19:00
- Forum: SFS2X C# API
- Topic: How to recover a password with email address?
- Replies: 5
- Views: 8574
Re: How to recover a password with email address?
I think a decent and cheap solution would be for you to provide optional parameters for the password reset. Other users are not going to know, easily, which e-mail address a user is using for their account. Simply put, whatever parameters are passed in the password reset request should be matched ag...
- 01 Oct 2015, 16:42
- Forum: SFS2X C# API
- Topic: How to recover a password with email address?
- Replies: 5
- Views: 8574
Re: How to recover a password with email address?
OK. Most login systems do have a forgot username feature, but I will overlook that part. For security reasons though, I think it should be allowed to specify any unique criteria for resetting the password. i.e. Someone in my system presently could reset anyone's password just by knowing their userna...