[Relay] Fix WebGL SetRelayServerData Overload and Connection Errors
Solution
Unity 2022.3.x - Unity 6.3.x
Published 24 days ago
When building for WebGL, the SetRelayServerData method overloads may fail to compile or throw runtime errors. This occurs because WebGL requires a secure WebSocket connection (wss), but the standard Allocation objects do not automatically provide the necessary RelayServerData structure required by UnityTransport in Unity 6.
To resolve the SetRelayServerData overload issue for WebGL, it is crucial to use the AllocationUtils.ToRelayServerData helper method. This method correctly formats the Relay server data to include the wss connection type required for browser security.
- Install the
com.unity.services.multiplayerpackage via the Package Manager, as the standalone Relay package is deprecated in Unity 6. - Obtain the
AllocationorJoinAllocationfrom theRelayService. - Use the
AllocationUtils.ToRelayServerData(allocation, "**wss**")helper to create aRelayServerDataobject. - Pass the result into
your UnityTransportinstance via theSetRelayServerDatamethod.
Additional Tips:
- Ensure Use Web Sockets and Use Encryption are enabled in the
UnityTransportInspector settings. - The wss protocol is strictly required for WebGL builds to maintain secure browser connections under HTTPS.
- Always verify that the wss string is lowercase; uppercase variants can cause protocol mismatch errors in specific browser environments.
- Migrating to the
com.unity.services.multiplayerpackage ensures that the latest wss utility overloads are available for your project.
TL;DR
Utilize AllocationUtils.ToRelayServerData with the wss protocol string to ensure UnityTransport compatibility for WebGL environments.
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