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Getting around unity's matchmaking system
What would be the best way to make a game multiplayer (basically a public network lobby) without having to portforward and use unity's match making system? So, i am making a Multiplayer game, and you fight enemies, i have multiplayer setup, but it only supports LAN. I want to make it so that when you create a room / lobby, it is automatically discovered and people can access it, Would i be forced to pay? Is P2P an alternative? For example: Let's say a player joins. It works perfectly fine, they can manually enter their IP as long as they are connected to the same network, BUT, I don't want that. I want to be able to join a game while the player is connected elsewhere, P2P would be awesome, but i don't know if it's possible in unity. can somebody explain to me (or give me a snippet of code) on what's the best option here.
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