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Fixed in Unity 2018.2

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

Android

-

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Priority: 4Not yet prioritized for a release

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Severity: 3Secondary functionality broken

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

Comments (1)

  1. 7a00d4ec56f7024e76aff23b3173c3eb?d=mm

    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

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