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# cloud
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a
cc @boundless-energy-78552
a
I used 'https://github.com/rohanmayya/livekit-unity-webgl-demo' as the base for my project.
I figured out that screen share works in localhost. But not in webserver. Any ideas?
a
What do you mean “works in localhost but not in webserver”?
a
When I 'Build and Run' WebGL, it opens the project in browser as Localhost then I connect to my dedicated server and screenshare works. But When I upload the build to itch.io and connect to my dedicated server, screenshare doesn't work. 'room.LocalParticipant.IsScreenShareEnabled = false'
am I missing something?
Localhost is Http: , Webserver is Https: , Maybe something about it?
a
I’m not the Unity expert and unfortunately @boundless-energy-78552 is super busy today — out of curiosity can you try opening your project locally, but using
0.0.0.0
rather than
localhost
in your browser address bar?
a
I get This site can’t be reached 'The webpage at http://0.0.0.0:62614/ might be temporarily down or it may have moved permanently to a new web address.'
a
but
<http://localhost:62614>
works?
a
yes it works
a
oh never mind, I guess unity doesn’t bind 0.0.0.0
a
Bytheway, I can enable microphone and camera with no problem on Webserver. Only problem is Screen sharing. Also when I share my screen on localhost, I can see the shared screen from a client on a Webserver connected to the dedicated server but cannot share the screen. There is no error, just can't enable the screensharing, simply "yield return room?.LocalParticipant?.SetScreenShareEnabled(true);" doesn't work.
a
okay, as I said I’m not the Unity expert, but if you can create a minimal repro and upload it as a github repo then we can closer look at it soon!
a
Okay I will do that. Thank you so much
I think I can't minimize the project and upload to the server for you to test but you can test it through https://github.com/rohanmayya/livekit-unity-webgl-demo . Since the main issue is here in the LiveKitAudio.script . I use the same more or less. When the project uploaded to a webserver, screen share doesn't work.
I think the issue is about these lines: void RegisterScreenShareCallbacks() { room.LocalTrackPublished += HandleLocalScreenShareTrackPublished; room.TrackPublished += HandleRemoteScreenShareTrackPublished; room.TrackSubscribed += HandleScreenShareTrackSubscribed; }
Guys I know you are busy but I'm stuck and about to reach my deadline. Please help 🫠
m
@able-terabyte-76517 as you might imagine, we’re pretty busy trying to make LK better. At the same time, we genuinely want to help everyone get their project built, launched and hopefully grow. That said, we provide free support here whenever we can. Usually that’s nights and weekends, but we can’t honor any deadlines users may have. If you need hands-on (paid) help from folks familiar with LK, @bright-scooter-10854 can point you in the right direction. Otherwise, appreciate your understanding that it may take some time before we can respond to your question(s). cc @boundless-energy-78552 for visibility on this issue
a
Of course, I know you are busy. I am a little panicked, so sorry. Please get back to me whenever you can. @boundless-energy-78552
🙏 1
p
@able-terabyte-76517 i believe itch.io embeds the builds into an iframe. Unless they add
allow="camera 'src';microphone 'src'"
to the iframe, certain features of webrtc won’t work. I’m guessing this is what is happening if it’s working on your hosted build but not on itch.io
a
Yes, it is working on my hosted build but not on itch.io and simmer.io. Does that mean the project should work on custom domain webserver? and What can I do make it work on itch.io?
p
Yeah, you should try hosting the project yourself. There’s nothing you can do to make it work on sites you don’t run if they host it in an iframe without the proper
allow
fields