fix: Allow UDP/DTLS connections when working in the editor with WebGL #2695
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Our check for
#if UNITY_WEBGL
that forced the usage of theWebSocketNetworkInterface
would also apply in the editor. But in the editor, it's fine to use UDP/DTLS even if your build target is WebGL. It's not particularly useful to do that, but it could be used for debugging purposes (e.g. trying to assess whether an issue is caused by WebSockets or not). Enabling that workflow only required modifying the check to also verify we're not in the editor.Changelog
UnityTransport
would attempt to establish WebSocket connections even if using UDP/DTLS Relay allocations when the build target was WebGL. This only applied to working in the editor since UDP/DTLS can't work in the browser.Testing and Documentation