Hi All!
Unity Versions Tested:
6000.0.26f1
6000.0.34f1
Mentioned Package Versions:
Relay 1.0.5 (deprecated)
Netcode for GameObjects 2.2.0
Unity Transport 2.4.0
Multiplayer Services 1.1.0
Game Context:
I am building a WebGL and a Windows game in the same project. The WebGL version is the Client, and the Windows version is the Server. The controls are similar to Jackbox, having any web-enabled device as a client/controller and a computer as the server/game.
Issue:
Prior to the Relay package being deprecated recently (Feb 2025), I was able to use ParallelSync to open up 2 editors (one as Server, and one as Client) and the Client was able to connect to the Server.
As soon as the Relay package was marked as deprecated, this is no longer the case. I can no longer connect a client to a server getting the following messages (in this order) after the âConnect Timeout MSâ and âMax Connect Attemptsâ has expired:
Failed to establish connection with the Relay server (server didn't answer any BIND message).
0x00007ffe982e473e (Unity) Stacktrace::GetStacktrace
0x00007ffe968422fa (Unity) DefaultBurstRuntimeLogCallback
0x00007ffe9614c1aa (Unity) BurstCompilerService_CUSTOM_RuntimeLog
0x00007ffe58e8ee5f (71533516c708d0bfe6172808544f90a) Unity.Networking.Transport.RelayLayer.ReceiveJob`1<Unity.Networking.Transport.UnderlyingConnectionList>.ProcessRelayServerConnection (at D:/Github Projects/the-box-game_clone_0/Library/PackageCache/com.unity.burst/.Runtime/Library/PackageCache/com.unity.transport/Runtime/Layers/RelayLayer.cs:368)
0x00007ffe58e8bd81 (71533516c708d0bfe6172808544f90a) Unity.Jobs.IJobExtensions.JobStruct`1<Unity.Networking.Transport.RelayLayer.ReceiveJob`1<Unity.Networking.Transport.UnderlyingConnectionList>>.Execute(ref Unity.Networking.Transport.RelayLayer.ReceiveJob`1<Unity.Networking.Transport.UnderlyingConnectionList> data, System.IntPtr additionalPtr, System.IntPtr bufferRangePatchData, ref Unity.Jobs.LowLevel.Unsafe.JobRanges ranges, int jobIndex) -> void_0d64390541958b43604801c180219108 from UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null (at D:/Github Projects/the-box-game_clone_0/Library/PackageCache/com.unity.burst/.Runtime/unknown/unknown:0)
0x00007ffe58e8b4fd (71533516c708d0bfe6172808544f90a) 8de023688c1b71ddd3534988b741c831
0x00007ffe96b8dea5 (Unity) ExecuteJob
0x00007ffe96b8ef3d (Unity) ForwardJobToManaged
0x00007ffe96b8b089 (Unity) ujob_execute_job
0x00007ffe96b8a321 (Unity) lane_guts
0x00007ffe96b8d1f4 (Unity) worker_thread_routine
0x00007ffe96d831cd (Unity) Thread::RunThreadWrapper
0x00007fff1de2259d (KERNEL32) BaseThreadInitThunk
0x00007fff1eb6af38 (ntdll) RtlUserThreadStart
Transport failure! Relay allocation needs to be recreated, and NetworkManager restarted. Use NetworkManager.OnTransportFailure to be notified of such events programmatically.
UnityEngine.Debug:LogError (object)
Unity.Netcode.Transports.UTP.UnityTransport:OnEarlyUpdate () (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Transports/UTP/UnityTransport.cs:957)
Unity.Netcode.NetworkTransport:EarlyUpdate () (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Transports/NetworkTransport.cs:126)
Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs:324)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Core/NetworkUpdateLoop.cs:191)
Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:<CreateLoopSystem>b__0_0 () (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Core/NetworkUpdateLoop.cs:214)
What works and what doesnât:
WORKING - Build the client and upload it to Itch.io, Server in editor.
WORKING - Build both Client and Server.
NOT WORKING - Build the Server, Client in editor. (no ParallelSync)
NOT WORKING - Server in editor on computer 1, Client in editor on computer 2. (no ParallelSync)
What Iâve tried:
- Restarted my computer (to check if it was a blocked socket)
- Updating from Relay to Unity.Services.Relay (The new Multiplayer.Services they say to use instead)
- Updating/Reinstalling Unity Transport
- Reinstalling Netcode for GameObjects
- Opening the project on two separate computers to try and connect
Conclusion:
Iâm so lost. Iâm suppose to be showing the game off for the first time during the Steam Couch Coop Fest, but my time is being spent constantly building just to test simple bug fixes. I now have to switch build profile, build the web version, switch back, upload the web version, then test. It takes up to 10 minutes (Iâve gotten it down to a fine art past few days) to test one small bug fix.
Any help would be much appreciated.
Andrew.