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Networking problems
I've worked on several Unity Network tutorials as well as a couple of TCP Network guides to try to make my games be able to connect on multiple pcs. I even done them as the only thing on a Unity program just to make sure nothing else is bring it down. I still can't seem to connect. I'm wondering if it's an ip port problem with AT&T, but I don't know. I really need help on this to get through it.
Answer by Delforce · Apr 10, 2017 at 12:39 PM
Hi AshAbeAdd as it's hard to know what your particular issue is without more information, in terms of code your using to utilise the network etc..
It sounds like you need to start with something a little more basic. There are some alternative methods you can use to network up your project for starters.
You could try the free account on PUN. I found that I could easily load across multiple computers using that.
Alternatively you could connect to a free account on AWS and use their facilities there are API you can use with Unity where people have already worked through the kinks to connect with networking.
Also on the unity store. If not to use you can test if they connect okay, if they do then you know the issue isn't with the network and is with your code.
Hope it helps you mate.
As I said, I done several simple version of Networking. I need to know what obstacles outside of coding can prevent a network connection. I know with using BYOND, I had to port forward one of the game that I hosted. However there's confusing information when it comes to Unity and Port forwarding. I read that the way Unity is structured, there's no need for port forwarding. If you know more about this, perhaps we can go on Skype and talk about this in deeper length?
Answer by AurimasBlazulionis · Apr 13, 2017 at 06:47 AM
The server has to have an open port. No matter what networking system you use.
Some systems may implement ways to not require manual port forwarding. For example, UNet. You can use matchmaking feature, where all network flows through the servers hosted by Unity. This comes at a cost. Latency may suffer and if there are many people playing the game, you will have to pay for them playing it. As of now, there is no way to host your own matchmaking servers.
Other networking systems may use different ways, but they are all pretty much the same.
You can build your own relay system, where basically all the clients would connect to some server hosted somewhere like in AWS and it would forward the connection. But it is a hard thing to do.
There is also NAT Punchthrough which tries to do the same thing, as well as automatic port forwarding through UPnP, but the host's router has to support it.
More information here.