I'm looking to make a PUT or POST request to an API I've deployed to Vercel built with NEXT JS. It does other things besides being an API but that's not important...
So, I have a Unity Project where I would like to log the time that my player completed the level they're on. Originally I wanted to use Firebase but discovered that I can't as the Windows Unity builds don't support it so I ended up just making an API that send the Data to MongoDB and does some other stuff, again not important.
So getting to the guts of the problem:
I have this IEnumerator to send the request:
IEnumerator logPlayerTime()
{
string url = "http://some-vercel-cloud-function/api/new";
var requestBody = new PlayerRequestBody();
requestBody.firstName = "John";
requestBody.lastName = "Doe";
requestBody.email = "[email protected]";
requestBody.marketing = false;
requestBody.time = 200000; // this actually come from somewhere else but for now this is fine
string json = JsonUtility.ToJson(requestBody);
UnityWebRequest request = UnityWebRequest.Put(url, json);
request.SetRequestHeader("Content-Type", "application/json");
request.SetRequestHeader("Accept", "*/*");
request.SetRequestHeader("Accept-Encoding", "gzip, deflate, br");
request.SetRequestHeader("Connection", "keep-alive");
request.useHttpContinue = false;
yield return request.SendWebRequest();
if (request.result != UnityWebRequest.Result.Success)
{
Debug.Log(request.error);
}
else
{
Debug.Log("Time Logged! " json);
}
}
According to the Docs I should have two arguments, the first being my URL and the second Being my Data.
As for the JSON I want to send I made this struct
[Serializable]
private struct PlayerRequestBody
{
public string firstName;
public string lastName;
public string email;
public bool marketing;
public float time;
}
Then, I'm using JsonUtiltiy.ToJson
to turn my json
variable into a JSON string, which seems to work.
All of this said, no matter what I change in the request, even typing the JSON string out manually escaped. It just sends a request body of an empty JSON object like this:
{}
So if we take a look at what the API receives the logs look like this:
[PUT] /api/new 01:44:25:13 {}
I'm sure it's something small but I just don't have enough experience with Unity or C# to find the issue (and I want to go to bed).
As for how this gets called, In one of my Scripts that manages the game I have a handler method that is subscribed to GameState changes, so when my GameState === GameState.Victory then I would run the handler. So the code for that, with bits removed for readability looks like this:
// ...
private void Awake()
{
GameManager.OnGameStateChanged = GameManager_OnGameStateChanged;
}
// ...
private void GameManager_OnGameStateChanged(GameState state)
{
if (state == GameState.Victory)
{
handleVictory();
}
}
That handleVictory
method just runs StartCoroutine on the IEnumerator at the moment
Any ideas? Thanks in advance
CodePudding user response:
So for anyone who ever somehow runs into this, the answer is... Next is weird.
I made another API using Express JS and boom instant data from the Player.
I don't have time to look into it but there must be something about Unitys UnityWebRequest that Next doesn't agree with. Long and short I'm gonna pull the API out of next and then move over my components to React and host it on a server less function :)