You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Source you installed the SDK: Unity Package Manager
Problematic Firebase Component: RealtimeDatabase
Other Firebase Components in use: Auth
Additional SDKs you are using: Facebook, UnityAds, Google playgames services
Platform you are using the Unity editor on: Windows
Platform you are targeting: Android
Scripting Runtime: Mono and IL2CPP
[REQUIRED] Please describe the issue here:
In yesterday, reading and writing data was working fine.
However, this morning when I opened the editor to test the game, I was often unable to read the data in the database. I tried different login methods, including Email and Facebook. Among them, FB could not receive the data every time I executed it, while email is some times good and some times bad, and even if it receive data, it is also from the past.
After searching with different prints, I found that the problem lies here: GetUserReference().Child("logs").GetValueAsync();
I used a coroutine to execute this function. I found that when it reaches this line, it often waits indefinitely and then there is no result.
Relevant Code:
IEnumerator LoadID()
{
print("Load ID");
var task = GetUserReference().Child("logs").GetValueAsync();
print("catch the data from base");
yield return new WaitUntil(() => task.IsCompleted);
print("wait for end of coroutine");
[REQUIRED] Please fill in the following fields:
[REQUIRED] Please describe the issue here:
In yesterday, reading and writing data was working fine.
However, this morning when I opened the editor to test the game, I was often unable to read the data in the database. I tried different login methods, including Email and Facebook. Among them, FB could not receive the data every time I executed it, while email is some times good and some times bad, and even if it receive data, it is also from the past.
After searching with different prints, I found that the problem lies here: GetUserReference().Child("logs").GetValueAsync();
I used a coroutine to execute this function. I found that when it reaches this line, it often waits indefinitely and then there is no result.
Relevant Code:
IEnumerator LoadID()
{
print("Load ID");
var task = GetUserReference().Child("logs").GetValueAsync();
print("catch the data from base");
yield return new WaitUntil(() => task.IsCompleted);
print("wait for end of coroutine");
The text was updated successfully, but these errors were encountered: