Production-ready WebDAV client for Unity. Async/sync APIs for upload, download, list, move, copy, delete, lock & PROPPATCH. ScriptableObject config, IL2CPP-ready.WebDAV for Unity is a complete, battle-tested WebDAV (RFC 4918) client for the Unity engine. Move files between your game and any WebDAV server - Nextcloud, ownCloud, SharePoint, IIS, Apache mod_dav, Yandex.Disk, HiDrive, Synology, QNAP, and dozens more - with one lightweight C# API. Drop in a ScriptableObject asset, fill in URL and credentials, and start moving data in minutes. Use it for cloud saves, user-generated content uploads, patch / DLC delivery, asset hot-reload, backups, or as an HTTPS-friendly FTP replacement.Built on `System.Net.Http.HttpClient` with pooled, TLS 1.2 / 1.3 connections. Every operation has both an `await`-friendly async API and a blocking sync wrapper, with `CancellationToken` support and automatic lifetime cleanup. Ships with full C# source code, XML doc-comments, and a runnable sample.✨ Key featuresFull WebDAV verb coverage - PROPFIND (List, GetFile, GetFolder), GET, PUT, MOVE, COPY, DELETE, MKCOL, LOCK, UNLOCK, refresh-LOCK, PROPPATCH, OPTIONS.Async + sync - every method has both an `…Async` overload and a synchronous twin.`CancellationToken` on every async call, plus a built-in lifetime token that cancels in-flight requests on domain reload, Play-mode exit, or `Reconnect()`.Ranged uploads & downloads - resume large transfers exactly where they stopped.WebDAV Locking (RFC 4918 §9.10) - exclusive write locks with timeout, owner, depth.Custom dead properties (PROPPATCH) for app-specific metadata.Server capability discovery (OPTIONS) - read DAV-class and allowed methods at runtime.ScriptableObject configuration - `Create → WebDAV → Client` puts an `.asset` in your project; reference it from any number of `MonoBehaviour`s or `EditorWindow`s.Connection pooling - one `HttpClient` per asset, transparently rebuilt only when config changes.Custom request headers - auth tokens, tracing IDs, tenant routing on every call.TLS hardening - pluggable per-client `RemoteCertificateValidationCallback`; runtime-only `ICredentials` so secrets never end up in your `.asset` file.Hardened XML parsing - DTDs disabled, external resolvers blocked. No XXE, no billion-laughs.Streaming uploads & downloads - never buffers the whole file in memory.Editor quality-of-life - masked password fields, Reconnect / Reset / Test Connection buttons, WebGL build warning.Detailed exceptions - `WebDAVException.HttpCode`, `WebDAVConflictException` for `409`, clean `OperationCanceledException` propagation.Full C# source code - no DLLs, no obfuscation. Step into it with the debugger.🌐 Tested serversNextcloud · ownCloud · SharePoint · IIS · Apache `mod_dav` · Yandex.Disk · HiDrive · DriveHQ · Box · Synology DSM · QNAP QTS · 4shared · Jungle Disk · Stack · TeraCloud · CloudMe — and many more.🎮 Use casesCloud save-game sync · user-generated content upload (screenshots, replays, mods) · patch / DLC delivery from a self-hosted server · live-ops asset hot-reload · editor build artifact push · FTP / SFTP replacement for HTTPS-only environments · backup & restore.📱 PlatformsWindows / macOS / Linux Standalone · Android · iOS / tvOS · UWP · Consoles (PS / Xbox / Switch via IL2CPP). WebGL is not supported - the browser sandbox blocks raw HTTP sockets; the asset detects this and throws a clear exception.



