//api.cs using System.Collections; using UnityEngine; using UnityEngine.Networking; public class ApiRequest : MonoBehaviour { // URL of the API endpoint public string apiUrl = "jsonplaceholder.typicode.com/users"; // Example of header key and value public string headerKey = "Authorization"; public string headerValue = "Bearer your_token_here"; void Start() { // Automatically start the API request when the scene starts StartCoroutine(MakeApiRequest()); } // Coroutine to handle the API request private IEnumerator MakeApiRequest() { // Create a new UnityWebRequest using (UnityWebRequest webRequest = UnityWebRequest.Get(apiUrl)) { // Set the request header webRequest.SetRequestHeader(headerKey, headerValue); // Send the request and wait for a response yield return webRequest.SendWebRequest(); // Check for errors if (webRequest.result == UnityWebRequest.Result.ConnectionError || webRequest.result == UnityWebRequest.Result.DataProcessingError || webRequest.result == UnityWebRequest.Result.ProtocolError) { Debug.LogError("Error: " + webRequest.error); } else { // Process the response Debug.Log("Response: " + webRequest.downloadHandler.text); } } } }
paradise _hope, This made me laugh so much! Thanks for sharing!
Why??
//api.cs
using System.Collections;
using UnityEngine;
using UnityEngine.Networking;
public class ApiRequest : MonoBehaviour
{
// URL of the API endpoint
public string apiUrl = "jsonplaceholder.typicode.com/users";
// Example of header key and value
public string headerKey = "Authorization";
public string headerValue = "Bearer your_token_here";
void Start()
{
// Automatically start the API request when the scene starts
StartCoroutine(MakeApiRequest());
}
// Coroutine to handle the API request
private IEnumerator MakeApiRequest()
{
// Create a new UnityWebRequest
using (UnityWebRequest webRequest = UnityWebRequest.Get(apiUrl))
{
// Set the request header
webRequest.SetRequestHeader(headerKey, headerValue);
// Send the request and wait for a response
yield return webRequest.SendWebRequest();
// Check for errors
if (webRequest.result == UnityWebRequest.Result.ConnectionError ||
webRequest.result == UnityWebRequest.Result.DataProcessingError ||
webRequest.result == UnityWebRequest.Result.ProtocolError)
{
Debug.LogError("Error: " + webRequest.error);
}
else
{
// Process the response
Debug.Log("Response: " + webRequest.downloadHandler.text);
}
}
}
}