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[Command] not run on host when using relay server
I have an implementation using NetworkManager to connect clients to each other. I can create a match on a device (android) and join in with another just fine. For some reason [Command]:s run on the client are not invoked on the device acting as the host.
If I run two instances on my computer it works just fine, so it shouldn't be authority related. Using the NetworkTransport example Unity has provided here: https://docs.unity3d.com/Manual/UNetInternetServicesOverview.html works too. The weirdest thing is that everything worked last week and nothing has changed.
I would really want to keep using the high level NetworkManager. Would anyone have any idea what could be the issue?
I'm simply initialising the clients with the matchmaking server return values: CreateMatchResponse matchResponse; JoinMatchResponse matchJoin;
NetworkManager.singleton.StartHost(new MatchInfo(matchResponse)); NetworkManager.singleton.StartClient (new MatchInfo (matchJoin));
Devices connect after this, join the NetworkManager lobby, send ready commands and change the scene. After the scene has loaded on the client I'm trying to run a [Command] to notify I'm ready, but it never reaches the host.
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