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Document the permission requirement on Android on network tutorials
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@@ -115,6 +115,13 @@ Terminating the networking feature:
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(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.)
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.. warning::
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When exporting to Android, make sure to enable the [code]INTERNET[/code]
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permission in the Android export preset before exporting the project or
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using one-click deploy. Otherwise, network communication of any kind will be
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blocked by Android.
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Managing connections
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--------------------
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@@ -7,6 +7,13 @@ HTTP client class
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For a higher-level interface, you may want to take a look at :ref:`HTTPRequest <class_HTTPRequest>` first,
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which has a tutorial available :ref:`here <doc_http_request_class>`.
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.. warning::
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When exporting to Android, make sure to enable the [code]INTERNET[/code]
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permission in the Android export preset before exporting the project or
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using one-click deploy. Otherwise, network communication of any kind will be
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blocked by Android.
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Here's an example of using the :ref:`HTTPClient <class_HTTPClient>`
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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
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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.
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.. warning::
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When exporting to Android, make sure to enable the [code]INTERNET[/code]
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permission in the Android export preset before exporting the project or
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using one-click deploy. Otherwise, network communication of any kind will be
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blocked by Android.
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Preparing scene
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---------------
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@@ -37,6 +37,13 @@ WebRTC is implemented in Godot via two main classes :ref:`WebRTCPeerConnection <
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.. 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>`__.
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.. warning::
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When exporting to Android, make sure to enable the [code]INTERNET[/code]
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permission in the Android export preset before exporting the project or
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using one-click deploy. Otherwise, network communication of any kind will be
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blocked by Android.
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Minimal connection example
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^^^^^^^^^^^^^^^^^^^^^^^^^^
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@@ -20,6 +20,13 @@ Using WebSocket in Godot
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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.
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.. warning::
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When exporting to Android, make sure to enable the [code]INTERNET[/code]
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permission in the Android export preset before exporting the project or
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using one-click deploy. Otherwise, network communication of any kind will be
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blocked by Android.
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Minimal client example
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^^^^^^^^^^^^^^^^^^^^^^
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