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Probably related with #39331 but on the client side
Godot version:
3.2.3 stable
OS/device including version:
macOS 10.15
Issue description:
When connecting to a server exposing a websocket, the connection does not work if I specify ws://[:.1]:4000 and run the game as a native app. If I export to HTML5 and run in the browser, the connection is established without issues.
If I use 127.0.0.1 the connection can be created both in HTML5 and in the native app, while with localhost only the HTML5 version works.
Steps to reproduce:
You can use the demo for Godot Phoenix channels here, accidentally it already implements this behavior and allows to try different hostnames from its UI
The text was updated successfully, but these errors were encountered:
Probably related with #39331 but on the client side
Godot version:
3.2.3 stable
OS/device including version:
macOS 10.15
Issue description:
When connecting to a server exposing a websocket, the connection does not work if I specify
ws://[:.1]:4000
and run the game as a native app. If I export to HTML5 and run in the browser, the connection is established without issues.If I use
127.0.0.1
the connection can be created both in HTML5 and in the native app, while withlocalhost
only the HTML5 version works.Steps to reproduce:
You can use the demo for Godot Phoenix channels here, accidentally it already implements this behavior and allows to try different hostnames from its UI
The text was updated successfully, but these errors were encountered: