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Found in [Package]

1.1.6

Issue ID

MTTB-1525

Regression

No

Matchmaking fails on WebGL with Unity Multiplayer Services due to QoS issue

Package: Multiplay Service

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Unity Discussion post with context: [https://discussions.unity.com/t/matchmaking-fails-on-webgl-with-unity-multiplayer-services-due-to-qos-issue/1679817

*Steps to reproduce:*
# Create project with Multiplayer package
# Set up Matchmaking, and call {{MatchmakeSessionAsync}} and {{{}QosService.Instance.GetQosResultsAsync(){}}}.
# Build and run for Web

*Actual results:* Hangs indefinitely during the QoS measurement phase

*Expected results:* Function returns

*Reproducible with versions:* 
* *Unity Version:* 6000.0.53f
* *Unity Multiplayer Services:* 1.1.6

*Not reproducible with versions:* 

*Can’t test with versions:* 

*Notes:*
* Question from user: "Are there any plans to add logic to the matchmaking part of the SDK to automatically skip QoS on WebGL, similar to how other services handle it?"
* From the user: "It appears that the matchmaking component lacks this specific check for WebGL. As a result, it attempts to perform a QoS measurement, which is not supported on the WebGL platform, causing it to freeze... By adding a preprocessor directive ({{{}#if UNITY_WEBGL{}}}) [in PreparePlayerAsync], we can bypass the QoS check specifically for WebGL builds."

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