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RestClient for Unity 🤘

RestClient for Unity

Proyecto26.RestClient logo

This HTTP/REST Client is based on Promises to avoid the Callback Hell ☠️ and the Pyramid of doom 💩 working with Coroutines in Unity 🎮, example:

var api = "https://jsonplaceholder.typicode.com";
RestClient.GetArray<Post>(api + "/posts", (err, res) => {
  RestClient.GetArray<Todo>(api + "/todos", (errTodos, resTodos) => {
    RestClient.GetArray<User>(api + "/users", (errUsers, resUsers) => {
      //Missing validations to catch errors!
    });
  });
});

But working with Promises we can improve our code, yay! 👏

RestClient.GetArray<Post>(api + "/posts").Then(response => {
  EditorUtility.DisplayDialog ("Success", JsonHelper.ArrayToJson<Post>(response, true), "Ok");
  return RestClient.GetArray<Todo>(api + "/todos");
}).Then(response => {
  EditorUtility.DisplayDialog ("Success", JsonHelper.ArrayToJson<Todo>(response, true), "Ok");
  return RestClient.GetArray<User>(api + "/users");
}).Then(response => {
  EditorUtility.DisplayDialog ("Success", JsonHelper.ArrayToJson<User>(response, true), "Ok");
}).Catch(err => EditorUtility.DisplayDialog ("Error", err.Message, "Ok"));

Features 🎮

  • Works out of the box 🎉
  • Make HTTP requests from Unity
  • Supports HTTPS/SSL
  • Built on top of UnityWebRequest system
  • Transform request and response data (JSON serialization with JsonUtility or other tools)
  • Automatic transforms for JSON Arrays.
  • Supports default HTTP Methods (GET, POST, PUT, DELETE, HEAD, PATCH)
  • Generic REQUEST method to create any http request
  • Based on Promises for a better asynchronous programming. Learn about Promises here!
  • Utility to work during scene transition
  • Handle HTTP exceptions and retry requests easily
  • Open Source 🦄

Supported platforms 📱 🖥

The UnityWebRequest system supports most Unity platforms:

  • All versions of the Editor and Standalone players
  • WebGL
  • Mobile platforms: iOS, Android
  • Universal Windows Platform
  • PS4 and PSVita
  • XboxOne
  • HoloLens
  • Nintendo Switch

Demo ⏯

Do you want to see this beautiful package in action? Download the demo here

Unity configuration Demo

Installation 👨‍💻

Unity package

Download and install the .unitypackage file of the latest release published here.

UPM package

Make sure you had installed C# Promise package or at least have it in your openupm scope registry. Then install RestClient package using this URL from Package Manager: https://github.com/proyecto26/RestClient.git#upm

NuGet package

Other option is download this package from NuGet with Visual Studio or using the nuget-cli, a NuGet.config file is required at the root of your Unity Project, for example:

<?xml version="1.0" encoding="utf-8"?>
<configuration>
  <config>
    <add key="repositoryPath" value="./Assets/Packages" />
  </config>
</configuration>

The package to search for is Proyecto26.RestClient.

Getting Started 📚

The default methods (GET, POST, PUT, DELETE, HEAD) are:

RestClient.Get("https://jsonplaceholder.typicode.com/posts/1").Then(response => {
  EditorUtility.DisplayDialog("Response", response.Text, "Ok");
});
RestClient.Post("https://jsonplaceholder.typicode.com/posts", newPost).Then(response => {
  EditorUtility.DisplayDialog("Status", response.StatusCode.ToString(), "Ok");
});
RestClient.Put("https://jsonplaceholder.typicode.com/posts/1", updatedPost).Then(response => {
  EditorUtility.DisplayDialog("Status", response.StatusCode.ToString(), "Ok");
});
RestClient.Delete("https://jsonplaceholder.typicode.com/posts/1").Then(response => {
  EditorUtility.DisplayDialog("Status", response.StatusCode.ToString(), "Ok");
});
RestClient.Head("https://jsonplaceholder.typicode.com/posts").Then(response => {
  EditorUtility.DisplayDialog("Status", response.StatusCode.ToString(), "Ok");
});

Handling during scene transition

ExecuteOnMainThread.RunOnMainThread.Enqueue(() => {
  //Any API call using RestClient
});

Generic Request Method

And we have a generic method to create any type of request:

RestClient.Request(new RequestHelper { 
  Uri = "https://jsonplaceholder.typicode.com/photos",
  Method = "POST",
  Timeout = 10,
  Params = new Dictionary<string, string> {
    { "param1", "Query string param..." }
  },
  Headers = new Dictionary<string, string> {
    { "Authorization", "Bearer JWT_token..." }
  },
  Body = newPhoto, //Serialize object using JsonUtility by default
  BodyString = SerializeObject(newPhoto), //Use it instead of 'Body' to serialize using other tools
  BodyRaw = CompressToRawData(newPhoto), //Use it instead of 'Body' to send raw data directly
  FormData = new WWWForm(), //Send files, etc with POST requests
  SimpleForm = new Dictionary<string, string> {}, //Content-Type: application/x-www-form-urlencoded
  FormSections = new List<IMultipartFormSection>() {}, //Content-Type: multipart/form-data
  CertificateHandler = new CustomCertificateHandler(), //Create custom certificates
  UploadHandler = new UploadHandlerRaw(bytes), //Send bytes directly if it's required
  DownloadHandler = new DownloadHandlerFile(destPah), //Download large files
  ContentType = "application/json", //JSON is used by default
  Retries = 3, //Number of retries
  RetrySecondsDelay = 2, //Seconds of delay to make a retry
  RetryCallbackOnlyOnNetworkErrors = true, //Invoke RetryCallack only when the retry is provoked by a network error
  RetryCallback = (err, retries) => {}, //See the error before retrying the request
  ProgressCallback = (percent) => {}, //Reports progress of the request from 0 to 1
  EnableDebug = true, //See logs of the requests for debug mode
  IgnoreHttpException = true, //Prevent to catch http exceptions
  ChunkedTransfer = false,
  UseHttpContinue = true,
  RedirectLimit = 32,
  DefaultContentType = false, //Disable JSON content type by default
  ParseResponseBody = false //Don't encode and parse downloaded data as JSON
}).Then(response => {
  //Get resources via downloadHandler to get more control!
  Texture texture = ((DownloadHandlerTexture)response.Request.downloadHandler).texture;
  AudioClip audioClip = ((DownloadHandlerAudioClip)response.Request.downloadHandler).audioClip;
  AssetBundle assetBundle = ((DownloadHandlerAssetBundle)response.Request.downloadHandler).assetBundle;

  EditorUtility.DisplayDialog("Status", response.StatusCode.ToString(), "Ok");
}).Catch(err => {
  var error = err as RequestException;
  EditorUtility.DisplayDialog("Error Response", error.Response, "Ok");
});
  • Example downloading an audio file:
var fileUrl = "https://raw.githubusercontent.com/IonDen/ion.sound/master/sounds/bell_ring.ogg";
var fileType = AudioType.OGGVORBIS;

RestClient.Get(new RequestHelper {
  Uri = fileUrl,
  DownloadHandler = new DownloadHandlerAudioClip(fileUrl, fileType)
}).Then(res => {
  AudioSource audio = GetComponent<AudioSource>();
  audio.clip = ((DownloadHandlerAudioClip)res.Request.downloadHandler).audioClip;
  audio.Play();
}).Catch(err => {
  EditorUtility.DisplayDialog ("Error", err.Message, "Ok");
});

With all the methods we have the possibility to indicate the type of response, in the following example we're going to create a class and the HTTP requests to load JSON data easily:

[Serializable]
public class User
{
  public int id;
  public string name;
  public string username;
  public string email;
  public string phone;
  public string website;
}
  • GET JSON
var usersRoute = "https://jsonplaceholder.typicode.com/users"; 
RestClient.Get<User>(usersRoute + "/1").Then(firstUser => {
  EditorUtility.DisplayDialog("JSON", JsonUtility.ToJson(firstUser, true), "Ok");
});
  • GET Array (JsonHelper is an extension to manage arrays)
RestClient.GetArray<User>(usersRoute).Then(allUsers => {
  EditorUtility.DisplayDialog("JSON Array", JsonHelper.ArrayToJsonString<User>(allUsers, true), "Ok");
});

Also we can create different classes for custom responses:

[Serializable]
public class CustomResponse
{
  public int id;
}
  • POST
RestClient.Post<CustomResponse>(usersRoute, newUser).Then(customResponse => {
  EditorUtility.DisplayDialog("JSON", JsonUtility.ToJson(customResponse, true), "Ok");
});
  • PUT
RestClient.Put<CustomResponse>(usersRoute + "/1", updatedUser).Then(customResponse => {
  EditorUtility.DisplayDialog("JSON", JsonUtility.ToJson(customResponse, true), "Ok");
});

Custom HTTP Headers, Params and Options 💥

HTTP Headers, such as Authorization, can be set in the DefaultRequestHeaders object for all requests

RestClient.DefaultRequestHeaders["Authorization"] = "Bearer ...";

Query string params can be set in the DefaultRequestParams object for all requests

RestClient.DefaultRequestParams["param1"] = "Query string value...";

Also we can add specific options and override default headers and params for a request

var currentRequest = new RequestHelper { 
  Uri = "https://jsonplaceholder.typicode.com/photos",
  Headers = new Dictionary<string, string> {
    { "Authorization", "Other token..." }
  },
  Params = new Dictionary<string, string> {
    { "param1", "Other value..." }
  }
};
RestClient.GetArray<Photo>(currentRequest).Then(response => {
  EditorUtility.DisplayDialog("Header", currentRequest.GetHeader("Authorization"), "Ok");
});

And we can know the status of the request and cancel it!

currentRequest.UploadProgress; //The progress by uploading data to the server
currentRequest.UploadedBytes; //The number of bytes of body data the system has uploaded
currentRequest.DownloadProgress; //The progress by downloading data from the server
currentRequest.DownloadedBytes; //The number of bytes of body data the system has downloaded
currentRequest.Abort(); //Abort the request manually

Additionally we can run a callback function whenever a progress change happens!

RestClient.Get(new RequestHelper {
  Uri = "https://jsonplaceholder.typicode.com/users", 
  ProgressCallback = percent => Debug.Log(percent)
});

Later we can clear the default headers and params for all requests

RestClient.ClearDefaultHeaders();
RestClient.ClearDefaultParams();

Example

  • Unity as Client
[Serializable]
public class ServerResponse {
  public string id;
  public string date; //DateTime is not supported by JsonUtility
}
[Serializable]
public class User {
  public string firstName;
  public string lastName;
}
RestClient.Post<ServerResponse>("www.api.com/endpoint", new User {
  firstName = "Juan David",
  lastName = "Nicholls Cardona"
}).Then(response => {
  EditorUtility.DisplayDialog("ID: ", response.id, "Ok");
  EditorUtility.DisplayDialog("Date: ", response.date, "Ok");
});
  • NodeJS as Backend (Using Express)
router.post('/', function(req, res) {
  console.log(req.body.firstName)
  res.json({
    id: 123,
    date: new Date()
  })
});

Credits 👍

Contributing ✨

When contributing to this repository, please first discuss the change you wish to make via issue, email, or any other method with the owners of this repository before making a change.
Contributions are what make the open-source community such an amazing place to learn, inspire, and create. Any contributions you make are greatly appreciated ❤️.
You can learn more about how you can contribute to this project in the contribution guide.

Contributors ✨

Please do contribute! Issues and pull requests are welcome.

Code Contributors

This project exists thanks to all the people who contribute. [Contribute].

Collaborators

jdnichollsc diegoossa nasdull
Juan Nicholls Diego Ossa Nasdull

Supporting 🍻

I believe in Unicorns 🦄 Support me, if you do too.

Donate Ethereum, ADA, BNB, SHIBA, USDT, DOGE:

Wallet address

Wallet address: 0x3F9fA8021B43ACe578C2352861Cf335449F33427

Please let us know your contributions! 🙏

Enterprise 💼

Available as part of the Tidelift Subscription.

The maintainers of RestClient for Unity and thousands of other packages are working with Tidelift to deliver commercial support and maintenance for the open source dependencies you use to build your applications. Save time, reduce risk, and improve code health, while paying the maintainers of the exact dependencies you use. Learn more.

Security contact information 🚨

To report a security vulnerability, please use the Tidelift security contact. Tidelift will coordinate the fix and disclosure.

License ⚖️

This repository is available under the MIT License.

Happy coding 💯

Made with ❤️

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