Note: UNet is deprecated, and will be removed from Unity in the future. A new system is under development. For more information and next steps see this blog post and the FAQ. |
Some modern web applications prefer that files be uploaded via the HTTP PUT verb. For this scenario, Unity provides the UnityWebRequest.PUT
function.
This function takes two arguments. The first argument is a string and specifies the target URL for the request. The second argument may be either a string or a byte array, and specifies the payload data to be sent to the server.
Function signatures:
WebRequest.Put(string url, string data);
WebRequest.Put(string url, byte[] data);
UnityWebRequest
and sets the content type to application/octet-stream
.DownloadHandlerBuffer
to the UnityWebRequest
. As with the POST functions, you can use this to return result data from your applications.UploadHandlerRaw
object and attaches it to the UnityWebRequest
. As a result, if using the byte[]
function, changes made to the byte array performed after the UnityWebRequest.PUT
call are not reflected in the data uploaded to the server.using UnityEngine;
using UnityEngine.__Networking__The Unity system that enables multiplayer gaming across a computer network. [More info](UNetOverview.html)<span class="tooltipGlossaryLink">See in [Glossary](Glossary.html#Networking)</span>;
using System.Collections;
public class MyBehavior : MonoBehaviour {
void Start() {
StartCoroutine(Upload());
}
IEnumerator Upload() {
byte[] myData = System.Text.Encoding.UTF8.GetBytes("This is some test data");
UnityWebRequest www = UnityWebRequest.Put("http://www.my-server.com/upload", myData);
yield return www.SendWebRequest();
if(www.isNetworkError || www.isHttpError) {
Debug.Log(www.error);
}
else {
Debug.Log("Upload complete!");
}
}
}
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