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「Unity/Csharp/Request」の版間の差分

提供: 初心者エンジニアの簡易メモ
移動: 案内検索
(Httpリクエストサンプル)
 
(同じ利用者による、間の3版が非表示)
行166: 行166:
 
     }
 
     }
 
  }
 
  }
 +
 +
==http通信許可==
 +
 +
===android===
 +
android9でhttp通信ができなくなってる。
 +
 +
取り急ぎhttp通信を対応したい場合
 +
AndroidManifest.xmlのapplicationに以下属性追加
 +
android:usesCleartextTraffic="true"
 +
 +
https://ameblo.jp/znky/entry-12459683348.html
 +
 +
===ios===
 +
 +
#unity/build setting/ios/other setting
 +
#Allow downloads over HTTPをチェック
 +
 +
チェックをつけると以下警告が出る
 +
You are using download over http. Currently Unity adds NSAllowsArbitraryLoads to Info.plist to simplify transition, but it will be removed soon. Please consider updating to https.

2019年9月13日 (金) 00:15時点における最新版

Httpリクエストサンプル

以下delegateを使ったhttpリクエストサンプルコード

  • WebHttpRequest.cs
using System.Collections;
using UnityEngine;
using UnityEngine.Networking;
public class WebHttpRequest : MonoBehaviour {
    string text = "";
    public bool errorFlag = false;
    public enum ResponseType
    {
        Success,
        Failure,
        NetworkError
    }
    public delegate void CustomCallback(ResponseType responseType);
    private CustomCallback callbacks;
    public void AddCallback(CustomCallback callback)
    {
        callbacks += callback;
    }
    public void Exec (string url) {
        text = "";
        errorFlag = false;
        StartCoroutine(Get (url));
    }
    public IEnumerator Get (string url) {
        var request = new UnityWebRequest();
        request.downloadHandler = new DownloadHandlerBuffer();
        request.url = url;
        request.SetRequestHeader("Content-Type", "application/json; charset=UTF-8");
        request.method = UnityWebRequest.kHttpVerbGET;
        yield return request.Send();
        if (request.isNetworkError) {
            errorFlag = true;
            if (callbacks != null)
            {
                callbacks(ResponseType.NetworkError);
            }
        } else {
            if (request.responseCode == 200) {
                text = request.downloadHandler.text;
                if (callbacks != null)
                {
                    callbacks(ResponseType.Success);
                }
            } else {
                errorFlag = true;
                if (callbacks != null)
                {
                    callbacks(ResponseType.Failure);
                }
            }
        }
   }
   public string GetBody() {
       return text;
   }
   public void Reset() {
       text = "";
       errorFlag = false;
   }
}

呼び出し元

  • NewBehaviourScript.cs
public class NewBehaviourScript : MonoBehaviour {
    WebHttpRequest request;
    // http送信
    void Start () {
        const string uri = "http://raw.githubusercontent.com/nlohmann/json/develop/test/data/json.org/1.json";
        string param1 = "value1";
        param1 = WWW.EscapeURL(param1);
        string query = "?hoge=" + param1;
        string url = uri + query;
        GameObject gameObj = new GameObject();
        request = gameObj.AddComponent<WebHttpRequest>();
        request.AddCallback(OnResponse);
        request.Exec(url);
        Debug.Log("request=" + url);
    }
    // httpのresponse受信
    public void OnResponse(WebHttpRequest.ResponseType responseType)
    {
        Debug.Log("OnResponse=" + responseType);
        if (request)
        {
            if (responseType.Equals(WebHttpRequest.ResponseType.Success))
            {
            Debug.Log("body=" + request.GetBody());
            } else if (responseType.Equals(WebHttpRequest.ResponseType.Failure)) {
                Debug.Log("errorFlag=" + request.errorFlag);
            }
            else if (responseType.Equals(WebHttpRequest.ResponseType.NetworkError))
            {
                Debug.Log("NetworkError" + request.errorFlag);
            }
            request.Reset();
        }
    }
}

Httpリクエストサンプル(これはDelegateを使ってないダメな例)

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using UnityEngine.Networking;
public class WebHttpRequest : MonoBehaviour {
   string text = "";
   public bool errorFlag = false;
   public void Exec (string url) {
      text = "";
      errorFlag = false;
      StartCoroutine(Get (url));
   }
   public IEnumerator Get (string url) {
     var request = new UnityWebRequest();
     request.downloadHandler = new DownloadHandlerBuffer();
     request.url = url;
     request.SetRequestHeader("Content-Type", "application/json; charset=UTF-8");
     request.method = UnityWebRequest.kHttpVerbGET;
     yield return request.Send();
     if (request.isError) {
       Debug.Log(request.error);
     } else {
       if (request.responseCode == 200) {
         text = request.downloadHandler.text;
         Debug.Log(request.downloadHandler.text);
       }
     }
   }
   public string GetBody() {
       return text;
   }
   public void Reset() {
       text = "";
       errorFlag = false;
   }
}

呼び出し側

const string uri = "ttp://hogehoge.com/api?param1=";
string param1 = "value1";
param1 = WWW.EscapeURL (param1);
string url = uri + param1;
GameObject gameObj = new GameObject();
WebHttpRequest request = gameObj.AddComponent<WebHttpRequest>();
request.Exec (url);

呼び出し側で受信チェック

void Update ()
{
    if (request) {
        if (!request.GetBody ().Equals ("")) {
             // 処理
             request.Reset ();
        } else if (request.errorFlag) {
             request.errorFlag = false;
        }
    }
}

http通信許可

android

android9でhttp通信ができなくなってる。

取り急ぎhttp通信を対応したい場合 AndroidManifest.xmlのapplicationに以下属性追加

android:usesCleartextTraffic="true"

https://ameblo.jp/znky/entry-12459683348.html

ios

  1. unity/build setting/ios/other setting
  2. Allow downloads over HTTPをチェック

チェックをつけると以下警告が出る

You are using download over http. Currently Unity adds NSAllowsArbitraryLoads to Info.plist to simplify transition, but it will be removed soon. Please consider updating to https.