Search Issue Tracker
Not Reproducible
Votes
5
Found in
2017.1.0f3
Issue ID
946986
Regression
No
[Hololens] NetworkDiscovery as Client on Hololens does not receive NetworkEvents
Steps to reproduce:
1. Open the attached project
2. Open the Assets/scene.unity scene
3. Switch platform to Windows Store
4. Build for WSA Universal 10 SDK
5. Play the scene
6. Initialize NetworkDiscovery and Start Broadcasting
7. Run the built app on remote device(Hololens)
8. Initialize NetworkDiscovery and then Listen to Broadcasts
9. Observe, no NetworkEvents are received
Expected result: NetworkEvents should be recieved
Actual result: Hololens does not receive NetworkEvents
Reproduced with: 5.6.3p4, 2017.1.1p4, 2017.2.0f2, 2017.3.0b3, 2018.1.0a3
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
- Mouse input is registered incorrectly in Custom RP when downscaling Render Target and rendering Overlay UI before final upscale
- Time.deltaTime is locked to the display's refresh rate when the built Player is moved to a Secondary Display and Windowed Mode is used
- Crash on RaiseException when importing a specific asset
- Crash on RaiseException when opening a specific project
- DownloadHandlerScript.CompleteContent is called twice when building for WebGL
Resolution Note (2019.2.X):
This is an unfortunate limitation in UWP apps that Microsoft imposes on us. We cannot fix it. See this: https://msdn.microsoft.com/library/windows/apps/hh780593?f=255&MSPPError=-2147217396
"Further, a 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."
I verified when running the app on 2 different devices (PC and HoloLens) both devices were able to see each other's network requests.
Note: if this doesn't work it's likely a networking or firewall configuration problem and not an issue with Unity or the networking API.