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Question by ashhar · Sep 06, 2011 at 06:52 AM · networkingmultiplayermobilebluetooth

Problem with Peers Connectivity

Hi Everyone,

I need some input about multiplayer networking in unity3d. I've gone through all the mentioned articles on following link: http://unity3d.com/support/documenta...ltiplayer.html

Also, I am done developing the application and I am able to have communication up and running. However, I believe the provided code only works for full cone NATs or restricted NATs but if there are port emphasized textrestricted NATs on each end, it does not work. Am I right? Basically, I distributed the application to some beta users and some of the users are not able to establish network and on basis of my prior knowledge of networking application, I believe the mentioned reason above seems to be the problem but I want to know if I am missing something?

Whether that's the case or not, can anyone tell me why this happens that it does work on some peers and doesn't work on others? What can be potential areas I should investigate?

Lastly, I want my application to work on GSM/EDGE/3G and Bluetooth networks as well. Will same piece of code provided in samples (http://unity3d.com/support/documenta...terServer.html) will work? I tried using GSM, it didn't work. What am I missing here? What would I need to make my application work on these networks? I have only worked in IP networks so far so have little knowledge about these networks.

Can anyone please help me here? Any input is highly appreciated!

Thanks,

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Answer by ashhar · Sep 13, 2011 at 09:42 AM

check this out and let me know if this work? i'm also going to try it out to find out how it work. http://forum.unity3d.com/threads/75385-Ultimate-Unity-Networking-project-Add-multiplayer-to-your-game-today!

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