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An infinite import loop has been detected

Sometimes you can experience the error "an infinite import loop has been detected" when launching Unity in the editor after updating Beamable to a new version. It causes problems when opening the Unity Project.
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Cannot resolve destination host

I am trying to use the Account Management Flow Feature Prefab but I dont know how to solve this error Subscribe Critical ERROR: Server : ECode: 400) Desc: {"Error": "Cannot resolve destination host", "Description": }, Channel: playerfr.1394720217240709.DE_1394720217240712.1401800643209217, Time: 9/8/2021 8:55:52 PM UnityEngine.Debug:LogError (object) Beamable.Api.Notification.PubnubSubscriptionManager:OnSubscribeError (PubNubMessaging.Core.PubnubClientError) (at Library/PackageCache/[email protected]/Runtime/Core/Platform/SDK/Notification/PubnubSubscriptionManager.cs:527) Beamable.Api.Notification.Internal.MultiChannelSubscriptionHandler:HandleCallback<PubNubMessaging.Core.PubnubClientError> (System.Action1<PubNubMessaging.Core.PubnubClientError>,PubNubMessaging.Core.PubnubClientError) (at Library/PackageCache/[email protected]/Runtime/Core/Platform/SDK/Notification/Internal/MultiChannelSubscriptionHandler.cs:65) Beamable.Api.Notification.Internal.MultiChannelSubscriptionHandler:OnError (PubNubMessaging.Core.PubnubClientError) (at Library/PackageCache/[email protected]/Runtime/Core/Platform/SDK/Notification/Internal/MultiChannelSubscriptionHandler.cs:51) PubNubMessaging.Core.PubnubCallbacks:GoToCallback (PubNubMessaging.Core.PubnubClientError,System.Action1<PubNubMessaging.Core.PubnubClientError>,PubNubMessaging.Core.PubnubErrorFilter/Level) (at Library/PackageCache/[email protected]/Runtime/3rdParty/PubNub/Scripts/Pubnub/PubnubCallbacks.cs:380) PubNubMessaging.Core.PubnubCallbacks:CallCallbackForEachChannelEntity (System.Collections.Generic.List1<PubNubMessaging.Core.ChannelEntity>,PubNubMessaging.Core.PubnubClientError,PubNubMessaging.Core.PubnubErrorFilter/Level) (at Library/PackageCache/[email protected]/Runtime/3rdParty/PubNub/Scripts/Pubnub/PubnubCallbacks.cs:293) PubNubMessaging.Core.PubnubCallbacks:CallErrorCallback<object> (System.Action1<PubNubMessaging.Core.PubnubClientError>,System.Collections.Generic.List1<PubNubMessaging.Core.ChannelEntity>,PubNubMessaging.Core.PubnubClientError,PubNubMessaging.Core.PubnubErrorFilter/Level) (at Library/PackageCache/[email protected]/Runtime/3rdParty/PubNub/Scripts/Pubnub/PubnubCallbacks.cs:302) PubNubMessaging.Core.ExceptionHandlers:CreateErrorCodeAndCallErrorCallback<object> (int,PubNubMessaging.Core.CustomEventArgs1,PubNubMessaging.Core.RequestState1<object>,PubNubMessaging.Core.PubnubErrorFilter/Level) (at Library/PackageCache/[email protected]/Runtime/3rdParty/PubNub/Scripts/Pubnub/ExceptionHandlers.cs:34) PubNubMessaging.Core.ExceptionHandlers:ResponseCallbackErrorOrTimeoutHandler<object> (PubNubMessaging.Core.CustomEventArgs1,PubNubMessaging.Core.RequestState1<object>,PubNubMessaging.Core.PubnubErrorFilter/Level) (at Library/PackageCache/[email protected]/Runtime/3rdParty/PubNub/Scripts/Pubnub/ExceptionHandlers.cs:76) PubNubMessaging.Core.PubnubUnity:UrlProcessResponseCallbackNonAsync<object> (PubNubMessaging.Core.CustomEventArgs1) (at Library/PackageCache/[email protected]/Runtime/3rdParty/PubNub/Scripts/Pubnub/PubnubUnity.cs:1386) PubNubMessaging.Core.PubnubUnity:SubscribePresenceHanlder (PubNubMessaging.Core.CustomEventArgs1<object>) (at Library/PackageCache/[email protected]/Runtime/3rdParty/PubNub/Scripts/Pubnub/PubnubUnity.cs:1271) PubNubMessaging.Core.PubnubUnity:ProcessCoroutineCompleteResponse<object> (PubNubMessaging.Core.CustomEventArgs1) (at Library/PackageCache/[email protected]/Runtime/3rdParty/PubNub/Scripts/Pubnub/PubnubUnity.cs:1311) PubNubMessaging.Core.PubnubUnity:CoroutineCompleteHandler (object,System.EventArgs) (at Library/PackageCache/[email protected]/Runtime/3rdParty/PubNub/Scripts/Pubnub/PubnubUnity.cs:1329) PubNubMessaging.Core.EventExtensions:Raise<System.EventArgs> (System.EventHandler1<System.EventArgs>,object,System.EventArgs) (at Library/PackageCache/[email protected]/Runtime/3rdParty/PubNub/Scripts/Pubnub/CoroutineClass.cs:19) PubNubMessaging.Core.CoroutineClass:FireEvent<object> (string,bool,bool,PubNubMessaging.Core.RequestState1,PubNubMessaging.Core.CurrentRequestType) (at Library/PackageCache/[email protected]/Runtime/3rdParty/PubNub/Scripts/Pubnub/CoroutineClass.cs:1155) PubNubMessaging.Core.CoroutineClass:ProcessResponse (UnityEngine.Networking.UnityWebRequest,PubNubMessaging.Core.CoroutineParams1<object>) (at Library/PackageCache/[email protected]/Runtime/3rdParty/PubNub/Scripts/Pubnub/CoroutineClass.cs:784) PubNubMessaging.Core.CoroutineClass:CoroutineClass_CompleteEvent<object> (object,System.EventArgs) (at Library/PackageCache/[email protected]/Runtime/3rdParty/PubNub/Scripts/Pubnub/CoroutineClass.cs:457) PubNubMessaging.Core.EventExtensions:Raise<System.EventArgs> (System.EventHandler1<System.EventArgs>,object,System.EventArgs) (at Library/PackageCache/[email protected]/Runtime/3rdParty/PubNub/Scripts/Pubnub/CoroutineClass.cs:19) PubNubMessaging.Core.CoroutineClass:RaiseEvents (bool,PubNubMessaging.Core.CurrentRequestType) (at Library/PackageCache/[email protected]/Runtime/3rdParty/PubNub/Scripts/Pubnub/CoroutineClass.cs:317) PubNubMessaging.Core.CoroutineClass:CheckElapsedTime (PubNubMessaging.Core.CurrentRequestType,single,UnityEngine.Networking.UnityWebRequest) (at Library/PackageCache/[email protected]/Runtime/3rdParty/PubNub/Scripts/Pubnub/CoroutineClass.cs:344) PubNubMessaging.Core.CoroutineClass:Update () (at Library/PackageCache/[email protected]/Runtime/3rdParty/PubNub/Scripts/Pubnub/CoroutineClass.cs:408)
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Endpoints to pull manifest / checksums

I'm working on a realm data diff tool that has this criteria Use Case: We want a tool that will allow us to compare the data on two realms. Acceptance Criteria: This should compare the manifests to see if their checksums match. If they don't match, we want to iterate the content looking for checksum differences. If a difference is found we need to pull the object from both realms so we can compare it and display the objects side by side for a designer to validate the changes. I'd like to know which Beamable endpoints I should be using for this (which endpoint I should use to pull the manifest/ checksums etc) ?
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I can't publish Microservices

Hello. I'm having a strange issue while trying to publish a microservice with its storage to the cloud. It happened once I upgraded the Mac OS to Sonoma, but I also upgraded Docker as well. First, a warning, saying that I can't build docker images to linux/**amd64**, but at the same time that the linux/**amd64** builder is available. Then a message [BUILD]\:#0 building with "desktop-linux" instance using docker driver. The desktop-linux instance doesn't have linux/amd64. So, finally, an error. I've tried to install more builders as suggested by the warning (they were there already), but the issue remains. Beamable-builder is the default. Your help is much appreciated.
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Login Prefab Renderer Issue

Im getting this error that wont let me test creating an account. On the AccountManagementFlow prefab- MissingComponentException: There is no 'CanvasRenderer' attached to the "EmailInput Input Caret" game object, but a script is trying to access it. You probably need to add a CanvasRenderer to the game object "EmailInput Input Caret". Or your script needs to check if the component is attached before using it. UnityEngine.UI.MaskableGraphic.UpdateCull (System.Boolean cull) (at MaskableGraphic.cs:143)
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Chat Service has no messages only at start

At the start, just right after the default BeamContext is ready, I subscribe to the chat service, then I use ChatView to load chats and messages. The chats found in the chat view are correct, but they don't hold any messages, even if I have sent chat messages in those chats before. In fact, the next time that some update happens in the subscription, previous messages are present. Is there something I'm missing? Should I wait for some kind of initialization before subscribing?

How do I create a match between two specific players?

I want players who are friends to be able to challenge each other. Is there a way to do it?
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What does the Performance testing API do?

hello, today I noticed a Performance testing API , do I need to worry about it? What does it do?