We've got a WebGL build of our realtime multiplayer game using UNET networking. For WebGL clients, we've got NetworkServer.useWebSockets = true; and then, we're using a ServerSimpleWrapper for our standard UDP (iOS, Android, Mac, Windows) clients. Regular UDP clients do not get disconnected from the server, but WebSocket clients do. We've tried setting the LogFilter to everything from LogFilter.currentLogLevel = (int)LogFilter.FilterLevel.Warn; to LogFilter.currentLogLevel =...
UNET - WebGL (WebSocket) clients get disconnected from server
UNET - WebGL (WebSocket) clients get disconnected from server