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// Android: support connection from player to Editor in both cases
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// connecting to 127.0.0.1 (when both Editor and Android are on localhost using USB cable)
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// connecting to <ip of machine where the Editor is running>, the Android and PC has to be on the same subnet
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// Update: Disabling this for now, even though player-to-editor works fine on Android, but there are zillion not centralized places in testing framework
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// where it assumes Android can only listen. You can still pass BuildOptions.ConnectToHost, to force player-to-editor connection. But AutoConnect Profiler option
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// will keep using Listen mode for now
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//targetPlatform == BuildTarget.Android ||
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// WebGL: only supports connecting from player to editor, so always use this when profiling is set up in WebGL.
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targetPlatform==BuildTarget.WebGL||
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// WSA: When Editor and Windows Store Apps are running on the same device, only connection from Player-To-Editor works
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// Editor-To-Player doesn't work, seems something is wrong with listening. For ex.,
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// when player starts, it's starts listening to 10.37.1.227:55207, this is an ip of the machine the application is running on
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// On the same machine editor is running, and editor simply cannot connect. Tried http://www.nirsoft.net/utils/cports.html, and shows that there's no application listening to that port...
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// Update: This is actually mentioned in the docs https://msdn.microsoft.com/en-us/library/windows/apps/Hh780593.aspx -
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// 'Windows Runtime app can use an IP loopback only as the target address for a client network request. So a Windows Runtime app that uses a DatagramSocket or StreamSocketListener to listen on an IP loopback address is prevented from receiving any incoming packets.'
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// Note: if application is launched on another device, and starts lisenting, then the Editor will be able to connect
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