Document the permission requirement on Android on network tutorials

This commit is contained in:
Hugo Locurcio
2021-08-11 18:15:28 +02:00
parent 33867029bb
commit 17c5fe0e35
5 changed files with 35 additions and 0 deletions

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@@ -143,6 +143,13 @@ Terminating the networking feature:
(Although it may make sense to send a message first to let the other peers know you're going away instead of letting the connection close or timeout, depending on your game.)
.. warning::
When exporting to Android, make sure to enable the [code]INTERNET[/code]
permission in the Android export preset before exporting the project or
using one-click deploy. Otherwise, network communication of any kind will be
blocked by Android.
Managing connections
--------------------

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@@ -7,6 +7,13 @@ HTTP client class
For a higher-level interface, you may want to take a look at :ref:`HTTPRequest <class_HTTPRequest>` first,
which has a tutorial available :ref:`here <doc_http_request_class>`.
.. warning::
When exporting to Android, make sure to enable the [code]INTERNET[/code]
permission in the Android export preset before exporting the project or
using one-click deploy. Otherwise, network communication of any kind will be
blocked by Android.
Here's an example of using the :ref:`HTTPClient <class_HTTPClient>`
class. It's just a script, so it can be run by executing:

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@@ -8,6 +8,13 @@ It is backed by the more low-level :ref:`HTTPClient <class_HTTPClient>`, for whi
For the sake of this example, we will create a simple UI with a button, that when pressed will start the HTTP request to the specified URL.
.. warning::
When exporting to Android, make sure to enable the [code]INTERNET[/code]
permission in the Android export preset before exporting the project or
using one-click deploy. Otherwise, network communication of any kind will be
blocked by Android.
Preparing scene
---------------

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@@ -37,6 +37,13 @@ WebRTC is implemented in Godot via two main classes :ref:`WebRTCPeerConnection <
.. note:: These classes are available automatically in HTML5, but **require an external GDNative plugin on native (non-HTML5) platforms**. Check out the `webrtc-native plugin repository <https://github.com/godotengine/webrtc-native>`__ for instructions and to get the latest `release <https://github.com/godotengine/webrtc-native/releases>`__.
.. warning::
When exporting to Android, make sure to enable the [code]INTERNET[/code]
permission in the Android export preset before exporting the project or
using one-click deploy. Otherwise, network communication of any kind will be
blocked by Android.
Minimal connection example
^^^^^^^^^^^^^^^^^^^^^^^^^^

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@@ -20,6 +20,13 @@ Using WebSocket in Godot
WebSocket is implemented in Godot via three main classes :ref:`WebSocketClient <class_WebSocketClient>`, :ref:`WebSocketServer <class_WebSocketServer>`, and :ref:`WebSocketPeer <class_WebSocketPeer>`. The WebSocket implementation is compatible with the High Level Multiplayer. See section on :ref:`high-level multiplayer <doc_high_level_multiplayer>` for more details.
.. warning::
When exporting to Android, make sure to enable the [code]INTERNET[/code]
permission in the Android export preset before exporting the project or
using one-click deploy. Otherwise, network communication of any kind will be
blocked by Android.
Minimal client example
^^^^^^^^^^^^^^^^^^^^^^