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Unity 2018.2.0b3中TLS 1.2功能无法正常使用求助

Hey, let's dig into this TLS 1.2 issue you're hitting in Unity 2018.2.0b3. Even though the release notes say it's supported across all platforms, there are a few common gotchas that might be blocking your code from working—especially since it runs fine in .NET Framework 4.5. Here's what you can check and fix:

1. Switch Unity's Scripting Runtime to .NET 4.x Equivalent

Unity 2018.x defaults to the .NET 3.5 Compatible runtime, which is a trimmed-down subset of the full .NET framework. Even if TLS 1.2 is advertised as supported, this older runtime can limit how ServicePointManager behaves. To fix this:

  • Go to Edit > Project Settings > Player in the Unity editor
  • Scroll to the Other Settings section, find Configuration
  • Change Scripting Runtime Version to .NET 4.x Equivalent
  • Restart Unity and make sure any third-party packages (like Newtonsoft.Json) are updated to versions compatible with .NET 4.x

2. Verify Proxy Configuration

Your code hardcodes a proxy (http://proxy:8080), which could be the culprit:

  • First, test your code without the proxy to rule out issues with the proxy server not supporting TLS 1.2
  • If the proxy is required, confirm it allows TLS 1.2 traffic and doesn't need additional authentication that your code isn't handling
  • Also, check Unity's global network settings (Edit > Preferences > Network) to ensure there's no conflicting proxy configuration

3. Force TLS 1.2 Explicitly

Your current code enables multiple TLS versions, but Unity might still prioritize older ones. Try forcing only TLS 1.2:

ServicePointManager.SecurityProtocol = SecurityProtocolType.Tls12;

This ensures your request doesn't fall back to TLS 1.0/1.1, which the target server might reject.

4. Fix Certificate Trust Issues

Unity uses a separate certificate store from the system's .NET Framework. If the target server's SSL certificate isn't trusted in Unity:

  • For testing only, you can temporarily bypass certificate validation (never do this in production):
    ServicePointManager.ServerCertificateValidationCallback = (sender, cert, chain, sslPolicyErrors) => true;
    
  • For production, import the server's root CA certificate into Unity's certificate cache (Windows path: %USERPROFILE%\AppData\Local\Unity\cache\certs)

Unity officially recommends using UnityWebRequest instead of HttpWebRequest for network calls, as it's optimized for Unity's runtime environment. Here's a simplified version of your authentication method using UnityWebRequest:

using UnityEngine.Networking;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
using System.Collections;

// Call this as a coroutine from a MonoBehaviour
public IEnumerator AuthenticateWithUnityWebRequest(string OauthURL)
{
    var formData = new Dictionary<string, string>
    {
        {"response_type", "token"},
        {"grant_type", "client_credentials"},
        {"client_id", "sb-c4e-eds-clone-showcase!b1900%7cc4e-eds-test!b462"},
        {"client_secret", "2hxc7EmQyArDoO%2f7dSgJJXnPgpg%3d"}
    };

    // Force TLS 1.2
    ServicePointManager.SecurityProtocol = SecurityProtocolType.Tls12;

    using (var request = UnityWebRequest.Post(OauthURL, formData))
    {
        request.SetRequestHeader("Accept", "application/json");
        request.proxy = new WebProxy("http://proxy:8080");

        yield return request.SendWebRequest();

        if (request.result != UnityWebRequest.Result.Success)
        {
            Debug.LogError($"Error: {request.error}");
        }
        else
        {
            var responseData = JObject.Parse(request.downloadHandler.text);
            // Map response to your Authentication class here
            var auth = new Authentication
            {
                AccessToken = responseData["access_token"].ToString(),
                TokenType = responseData["token_type"].ToString(),
                // ... populate other fields
            };
            Debug.Log($"Authenticated successfully: {auth.AccessToken}");
        }
    }
}

Start with switching the scripting runtime version—that's the most likely fix for this issue in Unity 2018.x. If that doesn't work, work through the other steps one by one to narrow down the problem.

内容的提问来源于stack exchange,提问作者ben

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最近更新时间:2026.05.28 04:22:45