"Bad Request" error message when connecting as client using Unity relay services

So I’m using netcode for gameobjects along with relay service to make a multiplayer game (this is my first time btw). But when connecting with the client I somehow get an error saying Bad Request

Here’s the code:

public struct RelayJoinData
{
  public string JoinCode;
  public string IPv4Address;
  public ushort Port;
  public Guid AllocationID;
  public byte[] AllocationIDBytes;
  public byte[] ConnectionData;
  public byte[] Key;
  public byte[] HostConnectionData;
}
  
public async Task<RelayJoinData> JoinGame(string joinCode)
{
  //Initialize the Unity Services engine
  await UnityServices.InitializeAsync();
  //Always autheticate your users beforehand
  if (!AuthenticationService.Instance.IsSignedIn)
  {
      //If not already logged, log the user in
      await AuthenticationService.Instance.SignInAnonymouslyAsync();
  }
  
    
  JoinAllocation joinAllocation = await Relay.Instance.JoinAllocationAsync(joinCode);
  RelayJoinData data = new RelayJoinData
  {
      Key = joinAllocation.Key,
      Port = (ushort)joinAllocation.RelayServer.Port,
      AllocationID = joinAllocation.AllocationId,
      AllocationIDBytes = joinAllocation.AllocationIdBytes,
      ConnectionData = joinAllocation.ConnectionData,
      HostConnectionData = joinAllocation.HostConnectionData,
      IPv4Address = joinAllocation.RelayServer.IpV4,
      JoinCode = joinCode
  };
  
  Transport.SetRelayServerData(data.IPv4Address, data.Port, data.AllocationIDBytes, data.Key, data.ConnectionData, data.HostConnectionData);
  return data;
}

I tracked the error down and it seems this line is the cause of the error

JoinAllocation joinAllocation = await Relay.Instance.JoinAllocationAsync(joinCode);

However, if I change the input for JoinAllocationAsync to a fixed string (e.g: "WJBPKB"), it returns error 404 Not Found

Error: HttpException`1: HTTP/1.1 400 Bad Request
Unity.Services.Relay.Http.ResponseHandler.HandleAsyncResponse (Unity.Services.Relay.Http.HttpClientResponse response, System.Collections.Generic.Dictionary`2[TKey,TValue] statusCodeToTypeMap) (at Library/PackageCache/com.unity.services.relay@1.0.1-pre.5/Runtime/Http/ResponseHandler.cs:103)
Unity.Services.Relay.Http.ResponseHandler.HandleAsyncResponse[T] (Unity.Services.Relay.Http.HttpClientResponse response, System.Collections.Generic.Dictionary`2[TKey,TValue] statusCodeToTypeMap) (at Library/PackageCache/com.unity.services.relay@1.0.1-pre.5/Runtime/Http/ResponseHandler.cs:186)
Unity.Services.Relay.Apis.Allocations.AllocationsApiClient.JoinRelayAsync (Unity.Services.Relay.Allocations.JoinRelayRequest request, Unity.Services.Relay.Configuration operationConfiguration) (at Library/PackageCache/com.unity.services.relay@1.0.1-pre.5/Runtime/Apis/AllocationsApi.cs:188)
Unity.Services.Relay.WrappedRelayService.JoinAllocationAsync (System.String joinCode) (at Library/PackageCache/com.unity.services.relay@1.0.1-pre.5/Runtime/SDK/WrappedRelayService.cs:144)
Rethrow as RelayServiceException: Bad Request: invalid request schema or decoding failure
Unity.Services.Relay.WrappedRelayService.JoinAllocationAsync (System.String joinCode) (at Library/PackageCache/com.unity.services.relay@1.0.1-pre.5/Runtime/SDK/WrappedRelayService.cs:150)
RelayManager.JoinGame (System.String joinCode) (at Assets/Scripts/RelayManager.cs:108)
UIManager.b__9_1 () (at Assets/Scripts/UIManager.cs:41)
System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.b__7_0 (System.Object state) (at <7b935204f5ff4bcab44b3b0ebca330bf>:0)
UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at :0)
UnityEngine.UnitySynchronizationContext.Exec () (at :0)
UnityEngine.UnitySynchronizationContext.ExecuteTasks () (at :0)

Anyone know how to fix this error?

This is the first time I’ve gotten this and I’m kind of confused

9 Answers

9

I was having this problem, for me the issue came from reading the join code from an TMPro Input Field. Which added an empty character on the end of the string. To fix I just edit the string so I only care about the first 6 characters before I send it off. Just put this code in before you use the joinCode.

joinCode = joinCode.Substring(0, 6);

omg you are a hero I just log in to say thank you!! I was even debuggin the join code and everything seems to be fine, damn this TMPro

You saved my day man ily

@hobozeke thanks man. I have been 3h for this. I cant imagine how many more if I hadn't seen your comment.

same here… It is the first time I am testing this so I cannot be sure the error is not somewhere in my part of the code though…
Was it working for you before?

As soon as I implemented Relay it stopped working. I don't know if the problem is with the code because I copy it from Unity documents

Same here…
updating the Relay to pre5 did not help. Did you have it working before?
I will give it a go on two separate devices tomorrow, I was using parallelsync from one computer, maybe that is the issue.

Both pre3 and pre5 produces the same error, I tested both on one device and two separate ones but no luck (pre3).I didn't test it with pre5 though, maybe I'll try it later :v Edit: a little update, it didn't work on two different devices

I found out what I did wrong: I was simply passing the wrong join code (Instead of a valid join code I passed the Id of the Lobby). Make sure that you pass a valid join code, it should be a 6 character string. Hope that helps.

Is it possible that the Relay times out before you join it? If the Unity transport is not sending any data over the relay, it will shutdown after 10 seconds. I am not sure if it will return a bad request in this case or a different Http Error though.

Hello guys, did you find the solution ?

I tried to implement the relay service too and got the same error when try to connect on clients.
The host looks working fine as it shown an PlayerObject.

I tried to pass custom code or used Relay.Instance.GetJoinCodeAsync(Data.AllocationID), neither works!

Did you also join host with JoinAllocationAsync(joinCode)? Because if you do, host will be connected as client and relay without host will be timed out. So then you get your error 404 Not Found.

I'm getting the host into the relay via Relay.Instance.CreateAllocationAsync(maxConnections, region) (and not JoinAllocationAsync(joinCode)), and I'm still getting this problem when I try connecting clients to the server. I've also tried to ping the IP address for the allocated server, and those ping requests all time out.

@Tuantin, Give this a try:

  • Get the join code on from starting the host.
  • Go to your code and HARDCODE that string into the JoinAllocationAsync
  • Rebuild and deploy to the other headset.

That worked for me.

It has to be related to how the string is encoded/decoded, or how TextMeshProUGUI treats strings.
I am new to C# so if anyone knows…

I moved From TextMeshPro to Legacy Text, and now it is working: var inputFieldComponent=joinCode.GetComponent(); var joinCodeText=inputFieldComponent.text; If I use that string, it works well

Any solution for this? Happens just randomly. It worked previously

I found a solution, TextMeshPro. Legacy InputField works just fine, or hardcoding it to string, but TextMeshProUGUI won’t work for some reason.

I found the way to do it without anything weird.
You need to use TMP_InputField instead of TextMeshProUGUI.
Should fix the issue!

For some context I believe a tmp text field child text is using some other component that adds zero width spaces or something along those lines.