Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by RumplyThrower · Jun 17, 2013 at 09:14 PM · networkingmultiplayerserverclientconnect

Help with multiplayer connection

Hi, i made a simple client-server based "game" but i'm having trouble connecting to the server over the internet, even though i can connect localy(got problems here aswell but anyway...). Here is my script:

 #pragma strict
 
 var IP = "127.0.0.1";
 var port = 25566;
 
 function OnGUI()
 {
     if(Network.peerType == NetworkPeerType.Disconnected)
     {    
         IP = GUI.TextField(Rect(5,65,100,30),IP.ToString());
         if(GUI.Button(Rect(5,5,100,30), "Start"))
         {
             Network.InitializeServer(32,port);
         }
         if(GUI.Button(Rect(5,35,100,30), "Connect"))
         {
             Network.Connect(IP,port);
         }
         
     }
     else
     {
         if(Network.peerType == NetworkPeerType.Client)
         {
             Application.LoadLevel(1);
         }
         if(Network.peerType == NetworkPeerType.Server)
         {
             GUI.Label(Rect(5,5,100,25), "Server");
             GUI.Label(Rect(5,30,100,25), "Users: " + Network.connections.Length);
             if(GUI.Button(Rect(5,55,100,25),"Quit"))
             {
                 Network.Disconnect(100);
             }
         }
     }
 }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

14 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Unity networking tutorial? 6 Answers

Do i need to have 2 seperate apps communicating for server/client relationship? 2 Answers

multi-player android and IOS 2 Answers

Can a person be both a client and a server? (and more) 0 Answers

Object Pool on Server not spawning on new Clients (Mirror) 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges