Search Issue Tracker
Won't Fix
Votes
0
Found in
2019.3.1f1
Issue ID
1238961
Regression
No
[Mono] Secure WebSockets connection setup with a self-signed certificate
Steps to reproduce:
1. Make a WebSocket server with a self-signed certificate
2. Try connecting using a ClientWebSocket
Expected: Allowing System.Net.ServicePointManager.ServerCertificateValidationCallback to possibly allow for trust.:
Actual: The client WebSocket fails to connect due to the cert not being trusted. Setting System.Net.ServicePointManager.ServerCertificateValidationCallback to accept all doesn't seem to affect this.
Comments (5)
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 on GUIManager::DoGUIEvent when focusing on the Game view window on a specific project
- Asset creation in the Project Browser is not always undone/inconsistent when the undo shortcut is pressed right after creating an asset
- JobTempAlloc memory leak warning is thrown when the Player is shut down
- Graphics State Collection warm-up does not work when using with Addressables Shaders
- "Baked Shadow Radius" field is visible but inactive when when the Shadow Type is set to "Hard Shadows" under the Light Component
osdima1
Oct 09, 2022 08:06
Please don't forget to restart Unity after certificate installation...
dimitroff
Dec 16, 2021 13:37
I am having the same problem with trying to connect to a Websocket Server. ServicePointManager.ServerCertificateValidationCallback does not register anything.
mikaelle5000
Oct 13, 2021 19:36
https://unity3d.com/es/unity/beta/2020.1.0b12 says that
Scripting: Fixed ServicePointManager.ServerCertificateValidationCallback not receiving any certificate data.
but I'm still facing this issue with 2021.1.3f1
unity_O58ezC8PpfP4bg
Jan 10, 2021 22:48
This should be fixed
delphinius81
Sep 30, 2020 19:32
Why was this closed to not fix? It's impossible to perform certificate validation for secure connections that use self-signed certs. There are use cases for this, specifically for applications that run a LAN that do not connect to the Internet. I understand that this is a bug in mono itself, but this has been an issue for a couple years now.