Forum Discussion
mo84dan5
2 years agoExplorer
UnityWebRequest Not Working on Quest 3 - "cannot resolve destination host" error
Hello everyone, I'm currently developing an application for the Quest 3 using Unity. I've encountered an issue where UnityWebRequest isn't functioning as expected. When I attempt to make a request, ...
mo84dan5
2 years agoExplorer
Thank you so much, Cain_Bloodbane!
After going through the discussion in the link you provided, I managed to resolve the issue. For those who might face a similar problem in the future, here's what I did:
- I did not downgrade the OpenXR plugin.
- I did not directly modify the android manifest (I believe the settings made the necessary changes during the build).
- I changed "Allow downloads over HTTP" to "Always allow" under Project Settings > Player > Configuration.
- I set "Internet Access" to "Require" under Project Settings > Player > Configuration.
- In Project Settings > XR Plug-in Management > OpenXR, under OpenXR Feature Groups > Meta Quest Support, I pressed the gear icon on the right and in the pop-up window, I unchecked "Force Remove Internet ~".
After making these adjustments and building, everything worked as expected.
Again, thank you for pointing me in the right direction!
Cain_Bloodbane
2 years agoAdventurer
Does it keep working for you though? For some reason it seems to keep returning to the bug for me. Even if I make a custom manifest. Your solution matches the issue that got reported though:
https://issuetracker.unity3d.com/issues/openxr-option-forceremoveinternetpermission-is-enabled-by-default-when-the-openxr-package-is-added
But in my experience, the setting keeps resetting itself and sometimes it somehow kept being in effect even when it was disabled and I compiled and then checked the setting after. I think it might have to be the order you do things with it.
The thing I am trying to do is use Gltfast to load GLTF models from the web but with that I do also run into another problem where it cannot compile required shaders or it fails to include those shaders. I got it to work once two days ago, but since then I have not been able to get it to work again. Even though the only thing I did was open up the project and trying to compile it to my VR headset again.
So I am trying to figure out the logic of it, especially since I have more than one error. So far I have not managed to make the solution as clean as you did, so for the third or fourth time now I will try to make a new project and then do what you did to see if that works. Also I will try to have it as a desktop app before adding Gltfast before converting to Android. Maybe that will help avoid the shader problem that as far as I can find should have been solved long ago.
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