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Uploading large files using UnityWebRequest



Unicorn Meta Zoo #1: Why another podcast?
Announcing the arrival of Valued Associate #679: Cesar Manara
Data science time! April 2019 and salary with experience
The Ask Question Wizard is Live!UploadProgressChanged Event Not Being Called (More Details)How to create Excel (.XLS and .XLSX) file in C# without installing Ms Office?Uploading files to file serverFile Upload ASP.NET MVC 3.0Upload file directly to azure?how to upload a large file with ASP.NET MVC4 Web Api with progressbarAzure Blob Storage large file uploadProper way to upload image files to Azure blob C#Any ideas on large zip file upload as chunks to azure blob and extractC# Why am I getting concurrent IO errors when trying to upload a large file using WebRequest.GetRequestStream?Xamarin C# HttpClient upload Large Files



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0















I have an API to upload file to Microsoft Azure blob storage. Users can be uploading large files. Webclient handles files automatically, but its progress change event doesn't work.
Here is a link to that issue though:
UploadProgressChanged Event Not Being Called (More Details)



How do I use UnityWebRequest to upload large file without reading entire file into memory first?










share|improve this question






















  • I guess you can't. UnityWebRequest.Put and UnityWebRequest.Post need byte[] as inputs.

    – derHugo
    Mar 22 at 15:25












  • That's the HLAPI, Uploading streamed data is supported by their LLAPI: Creating Upload Handlers

    – Foggzie
    Mar 22 at 15:33











  • @Foggzie as far as I can see in their example they also // ... fill payload with data ... (which is a byte[]) before they start the upload

    – derHugo
    Mar 22 at 15:59











  • That's what the constructor accepts but it's still uploaded as a stream. "This buffer is copied internally into native code memory and then used by the UnityWebRequest system when the remote server is ready to accept body data.". From the UnityWebRequests page it states: "It also supports high-demand features such as chunked HTTP requests, *streaming POST/PUT operations*, and...."

    – Foggzie
    Mar 22 at 16:10












  • @Foggzie But we still have to read entire file as byte first, and pass it as parameter right?

    – Harsh Priyadarshi
    Mar 23 at 5:54

















0















I have an API to upload file to Microsoft Azure blob storage. Users can be uploading large files. Webclient handles files automatically, but its progress change event doesn't work.
Here is a link to that issue though:
UploadProgressChanged Event Not Being Called (More Details)



How do I use UnityWebRequest to upload large file without reading entire file into memory first?










share|improve this question






















  • I guess you can't. UnityWebRequest.Put and UnityWebRequest.Post need byte[] as inputs.

    – derHugo
    Mar 22 at 15:25












  • That's the HLAPI, Uploading streamed data is supported by their LLAPI: Creating Upload Handlers

    – Foggzie
    Mar 22 at 15:33











  • @Foggzie as far as I can see in their example they also // ... fill payload with data ... (which is a byte[]) before they start the upload

    – derHugo
    Mar 22 at 15:59











  • That's what the constructor accepts but it's still uploaded as a stream. "This buffer is copied internally into native code memory and then used by the UnityWebRequest system when the remote server is ready to accept body data.". From the UnityWebRequests page it states: "It also supports high-demand features such as chunked HTTP requests, *streaming POST/PUT operations*, and...."

    – Foggzie
    Mar 22 at 16:10












  • @Foggzie But we still have to read entire file as byte first, and pass it as parameter right?

    – Harsh Priyadarshi
    Mar 23 at 5:54













0












0








0








I have an API to upload file to Microsoft Azure blob storage. Users can be uploading large files. Webclient handles files automatically, but its progress change event doesn't work.
Here is a link to that issue though:
UploadProgressChanged Event Not Being Called (More Details)



How do I use UnityWebRequest to upload large file without reading entire file into memory first?










share|improve this question














I have an API to upload file to Microsoft Azure blob storage. Users can be uploading large files. Webclient handles files automatically, but its progress change event doesn't work.
Here is a link to that issue though:
UploadProgressChanged Event Not Being Called (More Details)



How do I use UnityWebRequest to upload large file without reading entire file into memory first?







c# unity3d webclient unitywebrequest






share|improve this question













share|improve this question











share|improve this question




share|improve this question










asked Mar 22 at 14:48









Harsh PriyadarshiHarsh Priyadarshi

167




167












  • I guess you can't. UnityWebRequest.Put and UnityWebRequest.Post need byte[] as inputs.

    – derHugo
    Mar 22 at 15:25












  • That's the HLAPI, Uploading streamed data is supported by their LLAPI: Creating Upload Handlers

    – Foggzie
    Mar 22 at 15:33











  • @Foggzie as far as I can see in their example they also // ... fill payload with data ... (which is a byte[]) before they start the upload

    – derHugo
    Mar 22 at 15:59











  • That's what the constructor accepts but it's still uploaded as a stream. "This buffer is copied internally into native code memory and then used by the UnityWebRequest system when the remote server is ready to accept body data.". From the UnityWebRequests page it states: "It also supports high-demand features such as chunked HTTP requests, *streaming POST/PUT operations*, and...."

    – Foggzie
    Mar 22 at 16:10












  • @Foggzie But we still have to read entire file as byte first, and pass it as parameter right?

    – Harsh Priyadarshi
    Mar 23 at 5:54

















  • I guess you can't. UnityWebRequest.Put and UnityWebRequest.Post need byte[] as inputs.

    – derHugo
    Mar 22 at 15:25












  • That's the HLAPI, Uploading streamed data is supported by their LLAPI: Creating Upload Handlers

    – Foggzie
    Mar 22 at 15:33











  • @Foggzie as far as I can see in their example they also // ... fill payload with data ... (which is a byte[]) before they start the upload

    – derHugo
    Mar 22 at 15:59











  • That's what the constructor accepts but it's still uploaded as a stream. "This buffer is copied internally into native code memory and then used by the UnityWebRequest system when the remote server is ready to accept body data.". From the UnityWebRequests page it states: "It also supports high-demand features such as chunked HTTP requests, *streaming POST/PUT operations*, and...."

    – Foggzie
    Mar 22 at 16:10












  • @Foggzie But we still have to read entire file as byte first, and pass it as parameter right?

    – Harsh Priyadarshi
    Mar 23 at 5:54
















I guess you can't. UnityWebRequest.Put and UnityWebRequest.Post need byte[] as inputs.

– derHugo
Mar 22 at 15:25






I guess you can't. UnityWebRequest.Put and UnityWebRequest.Post need byte[] as inputs.

– derHugo
Mar 22 at 15:25














That's the HLAPI, Uploading streamed data is supported by their LLAPI: Creating Upload Handlers

– Foggzie
Mar 22 at 15:33





That's the HLAPI, Uploading streamed data is supported by their LLAPI: Creating Upload Handlers

– Foggzie
Mar 22 at 15:33













@Foggzie as far as I can see in their example they also // ... fill payload with data ... (which is a byte[]) before they start the upload

– derHugo
Mar 22 at 15:59





@Foggzie as far as I can see in their example they also // ... fill payload with data ... (which is a byte[]) before they start the upload

– derHugo
Mar 22 at 15:59













That's what the constructor accepts but it's still uploaded as a stream. "This buffer is copied internally into native code memory and then used by the UnityWebRequest system when the remote server is ready to accept body data.". From the UnityWebRequests page it states: "It also supports high-demand features such as chunked HTTP requests, *streaming POST/PUT operations*, and...."

– Foggzie
Mar 22 at 16:10






That's what the constructor accepts but it's still uploaded as a stream. "This buffer is copied internally into native code memory and then used by the UnityWebRequest system when the remote server is ready to accept body data.". From the UnityWebRequests page it states: "It also supports high-demand features such as chunked HTTP requests, *streaming POST/PUT operations*, and...."

– Foggzie
Mar 22 at 16:10














@Foggzie But we still have to read entire file as byte first, and pass it as parameter right?

– Harsh Priyadarshi
Mar 23 at 5:54





@Foggzie But we still have to read entire file as byte first, and pass it as parameter right?

– Harsh Priyadarshi
Mar 23 at 5:54












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