packet only works with loopback when running send/recv both from unity
I have been working on the same project for about 3 years. It was all working fine using a separate exe as the server. I'm trying to upgrade to something more reasonable than launching an invisible exe for offline play. I changed the server to a dll and didn't change any of the networking code but suddenly i can't get my packets to go through. It works using loopback. My old version using the separate exe still works. It shouldn't be a port issue if the old version works. The client has always been inside unity so i would think it's not a firewall issue.... The private IP 192.168.x.x also does not work. It's using system.net.sockets like this: new Socket (AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp); Again, it has been working for years. The only thing changed is that the server is now a dll running on a thread in unity alongside the main unity threads that were always running the client code. Anything i could possibly test would be great advice, i've run out of things to try.
The build of the game also does not work. I tried disabling all my firewalls and it did not work. Is this confir$$anonymous$$g that i misunderstand the functionality of the system.net.sockets library and perhaps it's not possible to bind sockets to a public ip if there are multiple sockets in the project? Very confused.
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