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Question by WindmillStudios · May 28 at 09:35 PM · networking

Unity Networking cant resolve host

Ive been trying to use unity networking for multiplayer development but im always getting the same error (have tried different APIs to connect).

I also cant connect to the services, but the package manager works just fine...weird alt text

Have in mind that im using a VPN

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using System;
 using System.Text.RegularExpressions;
 using UnityEngine.Networking;
 
 public class WorldTimeAPI : MonoBehaviour
 {
     #region Create Singleton
     public static WorldTimeAPI instance;
 
     private void Awake()
     {
         if (instance == null)
         {
             instance = this;
             DontDestroyOnLoad(this.gameObject);
         }
         else
         {
             Destroy(gameObject);    
         }
     }
     #endregion
 
     struct TimeData
     {
         public string dateTime;
 
     }
 
     const string API_URL = "http://worldtimeapi.org/api/ip";
 
     [HideInInspector] public bool IsTimeLoaded = false;
 
     private DateTime currentDateTime = DateTime.Now;
 
     private void Start()
     {
         StartCoroutine(GetRealDateTimeFromAPI());
     }
 
     public DateTime GetCurrentDateTime()
     {
         return currentDateTime.AddSeconds(Time.realtimeSinceStartup);
     }
 
     IEnumerator GetRealDateTimeFromAPI()
     {
         UnityWebRequest webRequest = UnityWebRequest.Get(API_URL);
         Debug.Log("getting real datetime...");
 
             yield return webRequest.SendWebRequest();
 
         if (webRequest.result == UnityWebRequest.Result.ConnectionError)
         {
             Debug.Log("Error: " + webRequest.error);
         }
         else
         {
             TimeData timeData = JsonUtility.FromJson<TimeData>(webRequest.downloadHandler.text);
             currentDateTime = ParseDateTime(timeData.dateTime);
             IsTimeLoaded = true;
             Debug.Log("Success");
         }
 
         DateTime ParseDateTime (string dateTime)
         {
             string date = Regex.Match(dateTime, @"^\d{4}-\d{2}-\d{2}").Value;
             string time = Regex.Match(dateTime, @"\d{2}:\d{2}:\d{2}").Value;
 
             return DateTime.Parse(string.Format("{0} {1}", date, time));
         }
     }
 }


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Answer by VanToRiaXVII · May 31 at 06:06 PM

First, keep in mind that Unity Networking is very new and I think it is still in beta. I wouldn't recommend it for production at the moment. I don't think the VPN should cause any issues since you're testing things locally.

Unity has a couple of good examples of how it is supposed to work. Here's a simple "Hello World" networking application that can help you get started and hopefully debug your current problem:

https://docs-multiplayer.unity3d.com/netcode/current/tutorials/helloworld/helloworldintro/index.html

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