Search Issue Tracker
Fixed in 2018.2.X
Fixed in 2018.1.X
Votes
6
Found in
5.3.5f1
Issue ID
804510
Regression
No
[ANDROID] [IPv6] Using IPv6 doesn't work on Android when using .Net 2.0 compatibility level
To reproduce:
1) Have an IPv6 network set (easiest way is to have Mac 10.11 and follow this - https://developer.apple.com/library/mac/documentation/NetworkingInternetWeb/Conceptual/NetworkingOverview/UnderstandingandPreparingfortheIPv6Transition/UnderstandingandPreparingfortheIPv6Transition.html#//apple_ref/doc/uid/TP40010220-CH213-SW16 )
2) Have a device connected to it
3) Open attached project and scene inside of it
4) Build it on the device with Compatibility level set to .Net 2.0 Subset
5) Notice in logcat that almost everything checks out correctly
6) Rebuild it with Compatibility level set to .Net 2.0
7) Now notice in logcat how anything related to IPv6
DUT: Google Nexus 5x (Android N)
Fixed in 2018.2.0a7
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash when trying to force Shader to interpret 1/30 as a floating point operation
- Terrain is flickering when adjusting "Compatibility Mode" and "Use Rendering Layers" Settings
- Isometric tiles are flickering and overlapping each other when entering Play Mode with Tilemap Renderer mode set to "Chunk"
- Crash on ParticleSystemParticles::array_reserve when particle system starts
- Docking Text Property Preview Window next to UI Builder breaks the window and causes NullReferenceException
dg-joseph
Aug 19, 2016 04:10
Connection times out when using .Net 2.0
Workaround is to use .Net 2.0 Subset, BUT our project requires that we use .Net 2.0 for supporting 3rd-party plugins (Newtonsoft).
Any new developments on this issue?
Thanks!
Joseph