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               Question by 
               copypasteearth · Jan 25, 2014 at 10:18 PM · 
                networkingmobilemasterserverproxynetwork.connect  
              
 
              4g network connection?
hello all, i have master server,proxy server, and facilitator up and running, now when i have non-wifi connection i can start a server with proxy but cannot be connected to as client, or if wifi starts server as host, 4g can poll host list but cannot connect as client, this is a 2 player game, any advice is greatly appreciated
 using UnityEngine;
 using System.Collections;
 
 public class networkt : MonoBehaviour {
 
     // Use this for initialization
     void Awake(){
         Network.proxyIP = "xx.xxx.x.xxx";
         Network.proxyPort = xxxxx;
         MasterServer.ipAddress = "xx.xxx.x.xxx";
         
         MasterServer.port = xxxxx;
         Network.natFacilitatorIP = "xx.xxx.x.xxx";
         Network.natFacilitatorPort = xxxxx;
     }
     void Start() {
         
       
      
     }
     
     private HostData[] hostList;
  private const string typeName = "Time";
 private const string gameName = "room1";
  
 private void StartServer()
 {
     Network.useProxy = true;
         //Network.InitializeSecurity();
     Network.InitializeServer(2, xxxxx, !Network.HavePublicAddress());
     MasterServer.RegisterHost(typeName, gameName);
 }
      void OnFailedToConnect(NetworkConnectionError error) {
         Debug.Log("Could not connect to server: " + error);
     }
     void OnFailedToConnectToMasterServer(NetworkConnectionError info) {
         Debug.Log("Could not connect to master server: " + info);
     }
      
 private void RefreshHostList()
 {
     MasterServer.RequestHostList(typeName);
 }
     private void JoinServer(HostData hostData)
 {
         //Network.useProxy = true;
     Network.Connect(hostData.ip,hostData.port);
 }
  
 
  
 void OnMasterServerEvent(MasterServerEvent msEvent)
 {
     if (msEvent == MasterServerEvent.HostListReceived)
         hostList = MasterServer.PollHostList();
          Debug.Log(msEvent.ToString());
 }
     public GameObject playerPrefabhost;
     
  
 void OnServerInitialized()
 {
     SpawnPlayer("server");
         
 }
  
 void OnConnectedToServer()
 {
     
     SpawnPlayer("client");    
 }
      void OnPlayerConnected(NetworkPlayer player) {
         //Debug.Log("Player " + playerCount + " connected from " + player.ipAddress + ":" + player.port);
         
         
     }
  
 private void SpawnPlayer(string now)
 {
         
         if(now == "server"){
     Network.Instantiate(playerPrefabhost, new Vector3(0f, 0.1678028f, -0.2101257f), Quaternion.identity, 0);
         }
         
         else if(now == "client"){
             Network.Instantiate(playerPrefabhost, new Vector3(-1.717126e-08f, 0.1678028f, 0.9347901f), Quaternion.Euler(0,180,0), 0);
             
         }
 }
     
     // Update is called once per frame
     void Update () {
     
     }
     void OnGUI()
 {
         if(Input.GetKeyDown(KeyCode.Escape)){
 Application.Quit();
 }
     if (!Network.isClient && !Network.isServer)
     {
         if (GUI.Button(new Rect(100, 100, 250, 100), "Start Server"))
             StartServer();
  
         if (GUI.Button(new Rect(100, 250, 250, 100), "Refresh Hosts"))
             RefreshHostList();
  
         if (hostList != null)
         {
             for (int i = 0; i < hostList.Length; i++)
             {
                 if (GUI.Button(new Rect(400, 100 + (110 * i), 300, 100), hostList[i].gameName))
                     JoinServer(hostList[i]);
             }
         }
     }
 }
 }
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