Note: UNet is a deprecated solution, and a new Multiplayer and NetworkingThe Unity system that enables multiplayer gaming across a computer network. More info See in Glossary 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
See in Glossary it useless. If you keep a reference to upload handler longer than the reference to UnityWebRequest, you should set disposeUploadHandlerOnDispose to false.
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;