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Question by UnityToMakeMoney · Sep 29, 2020 at 07:35 AM · networkserverapimirrorserverside

Client Cannot Connect To Host Server (Using Mirror)

In the last couple of days, I have learned a lot about the Mirror API, however, networks are new to me. My goal is to create a simple p2p [Player To Player] network server. (I know that this type of network isn't great for many reasons, but I just want to create something free and simple.)

I wanted to centralize the p2p into one script so I can apply this script to other projects in the future without cluttering and complicating everything when transferred, but that may change. Thus, the script is Client and Host/Client.


 public class PlayerToPlayerScript : NetworkManager{
 /*These Methods Are The Only Ones Doing Some Network Manipulation*/
 
     public void Host() {
         /*UI Interactions*/
         uiTrack.Add(uiPanels[2]);
         uiTrack[posIndex].SetActive(false);
         posIndex++;
         uiTrack[posIndex].SetActive(true);
 
         /*Creating A Server Hosted By This User*/
         NetworkManager.singleton.StartHost();
         Debug.Log("Host IP: " + GetLocalIPAddress() + 
             " Is Active?: " + NetworkManager.singleton.isNetworkActive);
 
         Text info = uiTrack[posIndex].gameObject.transform.GetChild(0).gameObject.GetComponent<Text>();//getting Text UI
         serverInfo = "IP: " + GetLocalIPAddress() + "\nPlayers:\n" + playerName;//Updating Server Information variable
         info.text = serverInfo;//Change Text On Client (Eventually I Will Also Do It To The Server)
         /**
          * THIS IS WHERE CREATE A ROOM
          * ALSO UPDATE THE TEXT
          * **/
     }
 
 public void ValidateRoomCode() {
         //Note: Code Mean IP Address
         
         /*Retreving User Input*/
         InputField codeInput = uiTrack[posIndex].gameObject.transform.GetChild(0).gameObject.GetComponent<InputField>();
         string code = codeInput.text;
         
         /*Attempt To Connect to Client*/
         NetworkManager.singleton.networkAddress = code;
         //NetworkClient.Connect(code);
         NetworkManager.singleton.StartClient();
         
         /**CHECK THAT THE CODE IS CORRECT**/
         if (NetworkClient.isConnected){
             uiTrack.Add(uiPanels[4]);
             uiTrack[posIndex].SetActive(false);
             posIndex++;
             uiTrack[posIndex].SetActive(true);
         }
         else
         {
             Debug.Log("CLIENT CANNOT CONNECT OR COULDN'T BE CONNECTED");
         }
         
     }
 }


Thanks In Advance For Anyone's Help :)

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