Rest Client by proyecto26 - 1

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๐Ÿฆ„ Simple HTTP and REST client for Unity based on Promises, also supports Callbacks! ๐ŸŽฎ

Unknown VersionMIT LicenseUpdated 24 days agoCreated on September 26th, 2017
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RestClient for Unity ๐Ÿค˜

RestClient for Unity

Proyecto26.RestClient logo

This HTTP/REST Client is based on Promises to avoid the Callback Hell โ˜ ๏ธ and the Pyramid of doom ๐Ÿ’ฉ working with Coroutines in Unity ๐ŸŽฎ, example:

var api = "";
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! ๐Ÿ‘

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 ๐ŸŽฎ

  • Works out of the box ๐ŸŽ‰
  • Supports HTTPS/SSL
  • Built on top of UnityWebRequest system
  • Includes JSON serialization with JsonUtility (Other tools are supported!)
  • Get Arrays Supported
  • Default HTTP Methods (GET, POST, PUT, DELETE, HEAD)
  • Generic REQUEST method to create any http request
  • Based on Promises for a better asynchronous programming. Learn about Promises here!
  • Handle HTTP exceptions in a better way
  • Retry HTTP requests easily
  • Open Source ๐Ÿฆ„

Supported platforms ๐Ÿ“ฑ ๐Ÿ–ฅ

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 โฏ

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

Unity configuration Demo

Installation ๐Ÿ‘จโ€๐Ÿ’ป

Unity package

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

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"?>
    <add key="repositoryPath" value="./Assets/Packages" />

The package to search for is Proyecto26.RestClient.

Getting Started ๐Ÿ“š

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

RestClient.Get("").Then(response => {
  EditorUtility.DisplayDialog("Response", response.Text, "Ok");
RestClient.Post("", newPost).Then(response => {
  EditorUtility.DisplayDialog("Status", response.StatusCode.ToString(), "Ok");
RestClient.Put("", updatedPost).Then(response => {
  EditorUtility.DisplayDialog("Status", response.StatusCode.ToString(), "Ok");
RestClient.Delete("").Then(response => {
  EditorUtility.DisplayDialog("Status", response.StatusCode.ToString(), "Ok");
RestClient.Head("").Then(response => {
  EditorUtility.DisplayDialog("Status", response.StatusCode.ToString(), "Ok");

Generic Request Method

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

RestClient.Request(new RequestHelper { 
  Uri = "",
  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
  RetryCallback = (err, retries) => {}, //See the error before retrying the request
  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");
  • Example downloading an audio file:
var fileUrl = "";
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;
}).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 weโ€™re going to create a class and the HTTP requests to load JSON data easily:

public class User
  public int id;
  public string name;
  public string username;
  public string email;
  public string phone;
  public string website;
var usersRoute = ""; 
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:

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 ๐Ÿ’ฅ

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 = "",
  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

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



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

Collaborators ๐Ÿฅ‡

jdnichollsc diegoossa nasdull
Juan Nicholls Diego Ossa Nasdull

Credits ๐Ÿ‘

Supporting ๐Ÿป

I believe in Unicorns ๐Ÿฆ„ Support me, if you do too. Professionally supported Proyecto26.RestClient is coming soon

Hey mate, any good review from the Unity Store is also really appreciated!

Security contact information ๐Ÿšจ

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

Happy coding ๐Ÿ’ฏ

Made with โค๏ธ

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