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ShadauxCat avatar ShadauxCat commented on June 10, 2024 1

Hi @RiverExplorer

Let me try to help you work through this... are you trying to connect to the server from another system to check that the port is open? If so, that's probably what the issue is for you - by default, we listen on 127.0.0.1 for security purposes. This prevents other people from connecting to your open port while you are developing, with the idea being that you would change that when you are ready to release or do multi-system testing. You can enable remote connections by checking the "Allow Remote Connections" box in the Unity Transport component on your NetworkManager object.

On the last thing you mentioned - the return value from the call to StartClient() is not actually very useful. Our connection logic all happens asynchronously, so that return value only says we successfully STARTED the connection process. I believe you can check for a failed connection by registering for the OnClientStopped callback in NetworkManager, though I may be wrong about that... note that that will also happen any time the client disconnects or shuts down for any other reason as well.

Let me know if any of that helps out. If not I'll try to help you debug further.

from com.unity.multiplayer.docs.

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