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Question by abhijit93 · Aug 20, 2017 at 12:39 AM · c#unity 5networking

Start Server or Join Existing Server as client automatically

I'm trying to get this small application working, where a game starts the server and any other instances game when run, directly joins in as the client, without any GUI.

For now, I could do so, with using a custom NetworkManager and custom NetworkDiscovery. But here's the problem. One client connects automatically, but when i open a another instance to join in as client, I get the following error.

 Cannot open socket on ip {*} and port {57777}; check please your network, most probably port has been already occupied
 NetworkDiscovery StartAsClient - addHost failed

Please Help.

CustomNetworkManager.cs

 public class CustomNetworkManager: NetworkManager { 
         private bool connected = false;
         public NetworkDiscovery discovery;
         private void OnGUI(){
             if (!connected)
             {
                 if (GUILayout.Button("Start Server"))
                     NetworkManager.singleton.StartServer();
             }
             else
                 GUILayout.Label("Connected");
         }
     
         void Start(){
             NetworkManager.singleton.networkPort = 7777;
             NetworkManager.singleton.networkAddress = "127.0.0.1";
         }
     
         public override void OnStartServer(){
             discovery.StopBroadcast();
             Debug.Log("Start Server Broadcast....");
             discovery.broadcastData = networkPort.ToString();
             discovery.StartAsServer();
             base.OnStartServer();
             connected = true;
         }
     
         public override void OnClientConnect(NetworkConnection conn){
            Debug.Log("Client Connected to server");
             base.OnClientConnect(conn);
             connected = true;}
     }
 

CustomNetworkDiscovery.cs

 public class CustomDiscovery : NetworkDiscovery {
 
     void Start() {
         Initialize();
         if (!NetworkServer.active)
             StartAsClient();
     }
     
     public override void OnReceivedBroadcast(string fromAddress, string data) {
         Debug.Log("Received Broadcast Message with Data " + fromAddress);
         NetworkManager.singleton.networkAddress = fromAddress;
         if (!NetworkClient.active)
             NetworkManager.singleton.StartClient();
     }
 }


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