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Question by awwilhelm · Mar 07, 2016 at 11:07 AM · networkingmultiplayer networking

Trouble connecting NetworkManager through script.

Hey everyone, When I call StartupHost() it is supposed to create a host, but the print in my function reads "hostId: -1 connectionId: 0 isReady: False channel count: 0". I would think that the hostId should be positive, but I don't know what would have gone wrong. Then when I call JoinGame the print, prints NULL. Am I missing something? I have spent the last 5-8 hours looking on the internet and have found nothing. Anything helps!

 public void StartupHost(){ 
 SetPort();
 
 NetworkClient nC = NetworkManager.singleton.StartHost();
 print(nC.connection);
 ClientScene.Ready(nC.connection);
 ClientScene.AddPlayer(client.connection, pId++);
 }

 public void JoinGame()
 {
 SetIPAddress();
 SetPort();

 NetworkClient nC = NetworkManager.singleton.StartClient();
 print(nC.connection);
 //ClientScene.Ready(nC.connection);
 //ClientScene.AddPlayer(client.connection, pId++);
 }

 void SetIPAddress()
 {
 NetworkManager.singleton.networkAddress = "localhost";
 }

 void SetPort()
 {

 NetworkManager.singleton.networkPort = 7777;
 }

 public override void OnStartClient(NetworkClient client)
 {
 base.OnStartClient(client);
 print("on start client");

 print(client.connection);
 print(this.client.connection);
 //ClientScene.Ready(client.connection);
 //ClientScene.AddPlayer(client.connection, pId++);
 }
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