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How To Client Connect Player Host Via Public Ip
So I have a project I have been developing for Android and IOS. The idea behind the app is that players can start game rooms and connect with each other via typing in the ip of the player that started the game. I've intended to have the player that starts a room as a host (both client and server).
When I upgraded my project from Unity 4 to Unity 5 I rewrote portions of my code to account for the new uNet systems. When a client tries to join a server via that servers public ip it fails to connect. I found this can be remedied by forwarding the appropriate ports on the server's internet connect. This has to be done manually and is beyond the skills of most of my target audience.
In Unity 4 your could use a NAT punchthrough. This has been removed in Unity 5 and I am at a loss as to how I can automatically take care of this for the server. Any suggestions?
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