Network.Connect is not working
i have two pieces of code i tried to use for multiplayer, but neither worked. I need help figuring out how to fix either of them. I appreciate any help. Sorry that the Formatting was messed up. Script two has this error: "The connection request to 127.0.0.1:25000 failed. Are you sure the server can be connected to?" do i need to port forward?
Script One:
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; public class net : MonoBehaviour { NetworkClient myclient; // Use this for initialization void Start () { }
 bool isAtStartup = true;
 void Update()
 {
     if(NetworkClient.active == true){
         Debug.Log ("Client Active");
     }
     if(NetworkServer.active == true){
         Debug.Log ("Server Active");
     }
     if (Input.GetKeyDown(KeyCode.S) && isAtStartup)
     {
         NetworkServer.Listen(4444);
         NetworkServer.RegisterHandler(MsgType.Ready, OnPlayerReadyMessage);
         isAtStartup = false;
     }
     if (Input.GetKeyDown (KeyCode.C) && isAtStartup) {
         myclient.Connect("127.0.0.1", 4444);
     }
 }
}
Script Two:
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI;
public class othernet : MonoBehaviour { public bool punchthrough = true; public Text data; public Text Nat; public string IP = "localhost"; // Use this for initialization void Start () {
 }
 
 // Update is called once per frame
 void Update () {
     Nat.text = "Nat: " + punchthrough;
     if(Network.isServer){
         Debug.Log ("Server");
         data.text = "Server";
     }
     if(Network.isClient){
         data.text = "Client";
         Debug.Log ("Client");
     }
     if (Input.GetKeyDown (KeyCode.S)) {
         
         bool useNAT = !Network.HavePublicAddress ();
         Network.InitializeServer (2, 25000, true);
     }
     if (Input.GetKeyDown (KeyCode.C)) {
         //Network.Connect (IP, "4444");
         Network.Connect("127.0.0.1", 25000);
         Debug.Log ("C key pressed");
     }
     if (Input.GetKeyDown (KeyCode.X)) {
         data.text = "";
         Network.Disconnect();
     }
     if (Input.GetKeyDown (KeyCode.N)) {
         punchthrough = !punchthrough;
     }
     Debug.Log (Network.isClient);
     Debug.Log (Network.TestConnection());
 }
}
Answer by Fireball888 · May 03, 2017 at 02:56 AM
Nevermind. Here is working Code!! yet again sorry for terrible formatting.
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI;
public class net : MonoBehaviour { public int Port = 25001; public string IP = "127.0.0.1"; void Start () {
 }
 
 // Update is called once per frame
 void Update () {
     if (Input.GetKeyDown (KeyCode.H)) {
         Network.InitializeServer (10,Port);
     }
     if (Input.GetKeyDown (KeyCode.C)) {
         Network.Connect (IP, Port);
     }
     Debug.Log ("Client: " + Network.isClient);
     Debug.Log ("Server: " + Network.isServer);
 }
}
Your answer
 
 
             Follow this Question
Related Questions
local scale network 0 Answers
Error when using NetworkList "Don't know how to serialize List`1 " 0 Answers
UNET (Multiplayer) calling [command] function twice 0 Answers
How to make my game multiplayer? 1 Answer
Flip Character Direction Networking 0 Answers
 koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                