Version: 2019.4
Creating UnityWebRequests
Creating DownloadHandlers

Creating UploadHandlers

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Solution (Netcode for GameObjects) is under development. For more information and next steps see the information on the Unity Netcode for GameObjects website

Currently, only one type of upload handler is available: UploadHandlerRaw. This class accepts a data buffer at construction time. This buffer is copied internally into native code memory and then used by the UnityWebRequest system when the remote server is ready to accept body data.

Upload Handlers also accept a Content Type string. This string is used for the value of the UnityWebRequest’s Content-Type header if you set no Content-Type header on the UnityWebRequest itself. If you manually set a Content-Type header on the UnityWebRequest object, the Content-Type on the Upload Handler object is ignored.

If you do not set a Content-Type on either the UnityWebRequest or the UploadHandler, the system defaults to setting a Content-Type of application/octet-stream.

UnityWebRequest has a property disposeUploadHandlerOnDispose, which defaults to true. If this property is true, when UnityWebRequest object is disposed, Dispose() will also be called on attached upload handler renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
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it useless. If you keep a reference to upload handler longer than the reference to UnityWebRequest, you should set disposeUploadHandlerOnDispose to false.

Example

byte[] payload = new byte[1024];
// ... fill payload with data ...

UnityWebRequest wr = new UnityWebRequest("https://www.mysite.com/data-upload");
UploadHandler uploader = new UploadHandlerRaw(payload);

// Sends header: "Content-Type: custom/content-type";
uploader.contentType = "custom/content-type";

wr.uploadHandler = uploader;
Creating UnityWebRequests
Creating DownloadHandlers