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We could definitely use additional help on this as we're running out of things to try. The only common theme we've found among reports is that SSL communication fails within Unity but 100% of users we've contacted are able to connect to the same https endpoint via their browser with no problems.
#Parkitect undo Pc
(They connect the PC client to the phone's hotspot network)īut, to be clear, we have a variety of users experiencing this problem across all platforms including over 100 unique users today already at 9:30am, including on Android, PC, and iOS. This user was able to create a wifi hotspot with their phone using the same mobile data network at the same location and connect to our game successfully using our Steam PC client with no issues.
#Parkitect undo android
User confirmed multiple successful hits to the same Web API via browser from the same Android device (confirming the user is not blocked by CloudFlare) User can successfully make both GET and POST requests from their browser to multiple endpoints our network
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We tried custom certification handler that passes true everytime with no luck User confirmed no 3rd modifications or OS changes running UnityWebRequest fails every time with 'Unable to complete SSL connection' Here is a summary of information we've gathered from one of our players that is experiencing the 'Unable to complete SSL connection' error everytime on Android with our client built with Unity 2018.2.15f1:
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it expires), you have to update your app and only update app will be able to connect to your server. Also, if you ever change your certificate (i.e. The downside is that if your own validation is coded incorrectly, you can trust the bad guys and/or not trust the good guys. This also enables use of self-signed certificates (issued by yourself, not by external issuer organisation). This way you make your own certificate a trusted root. You can have your own certificate in your app and compare it with what server gives.
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the give certificate issuer was badly hacked and had reissue all certificates) or the certificate issues proved itself to be not trustworthy and got kicked by OSes.īy using custom certificate handler you take control into your own hands. This can be because the system store is out of date (installing updates might update the root certificate store), root certificate has been revoked (i.e. Another failure is for the chain to be signed by a root certificate that is not present in the system store (untrusted root), so the connection cannot be trusted. If this validation process fails, it means that either you have connected to the wrong server that cannot be trusted (or something untrusted in between tries to do a dirty job), data corruption occurred during communication - these two are proper failures, the connection is actually insecure. The end of chain is signed by a root certificate that supposed to be present on the system and that way gives a separate validation. The trust is established by validating a chain of certificates, where the later certificate signs the previous one. The normal process is for servers to use certificates issued by trusted authorities, while the root certificates are present on the system (installed along with OS/browser). The certificates are for establishing trust between the app and the server, using certificates app can ensure the server it has connected to is what it claims to be. The custom certificate handler not necessarily break security, though it can if not coded properly. Our QA is still working trying to reproduce it. This made us think that maybe something was wrong at the Unity level. The one interesting point is that ALL of the users that have reported this issue have confirmed that they can successfully access the same URL from a web browser on the same device. Any information about this would help us troubleshoot if there is something wrong on our end or a problem with the editor. It would be super helpful if we could get some information on what is happening behind the scenes when calling UnityWebRequest.Post() that could result in the SSL error we're seeing. For a while now we've blamed their local isp or local configurations, but it now seems like there are too many reports for this to make sense. We've reached out to several of these users and haven't been able to arrive at a conclusion why they're having issues. Given that we can not recreate the problem inhouse it's difficult to troubleshoot for users. We've checked our SSL configuration on the server and things look ok. We've found this to be a problem for users across platforms including Android, iOS, and Standalone builds of our game.
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We've seen this problem across many similar calls in our game, including plenty of WebAPI calls and AssetBundle loads using UnityWebRequestAssetBundle.GetAssetBundle().