Can No longer Use Unity Remote (bind failed for multicast socket: 48)

My Unity Remote stopped working for no reason so I rebooted my iMac and started Unity again and got this message - bind failed for multicast socket: 48 - and the Unity Remote will not work. It says “Waiting for game view Press Play” I press play in the editor and the “Waiting for game view Press Play” message just sets there.

Next I started Unity on my Mac Book, restarted the Unity Remote it found my Mac Book and then the message “Waiting for game view Press Play” came up and all worked well on my Mac Book.

I then down loaded Unity from the web site installed it and tried it again, some more of the same, message just sets there “Waiting for game view Press Play” while I am running the game.

Has any one out there had this issue if so let me know what you did.

I am running am running Unity Pro (3.30f4) on an iMac, OSX 10.6.7.

This bug has been reported but it doesn’t seem to have progressed far because of a lack of information. It would be great if you could file a bug report for this and mention that it may be related to case 392630. Additionally, if you can send a link to the project then it should help get to the bottom of the problem more quickly.

Sent in a bug report (Case 401025) and mentioned (case 392630).

No IOS project I have on my development box will work with the issue stated. I also remember that before I had this issue I made a purchase from the asset store, that may have done something. Thanks for the direction.

I thought I’d update this thread since I’ve had the same error message. I’m using Unity 3.3.0f4 on an iMac building to an iPod. I’m running Xcode 3.2.6. I set up the iPod this morning to work with provisioning profiles. iTunes started loading and asking me if I wanted to update the OS. I pressed no. I’ve been opening and closing 2 separate projects fairly intensively to see what I did with the previous project. It’s just now that I’ve received the error message but I’ve tried running the project on my iPod and got the images I was expecting/hoping to see. The error message is still there but doesn’t seem to affect me.

Hello, I’m experiencing the same error:
bind failed for multicast socket: 48

For me it show every time I open Unity.

Unity 3.4.2f2
Mac OS 10.6.8
PC/Mac Project

I’m having memory leak issues in my current problem also. I filled up a couple of bugs reports: case 430663 and case 430187

Has a solution been found?

Yes…this just happened to me, and it happened regardless of what project I opened or whether I used Unity 3.4 or 3.5, so I restored the Unity preferences file from yesterday’s Time Machine backup, and the error went away.

–Eric

I too have the same problem. Tried everything suggested here, including replacing prefs with an old copy (which isn’t really a “fix” anyway, but a repair - whatever caused it remains.)
Each time it happens, the console reports:

3/15/12 3:20:27.796 PM Unity: NSDocumentController Info.plist warning: The values of CFBundleTypeRole entries must be ‘Editor’, ‘Viewer’, ‘None’, or ‘Shell’.
3/15/12 3:20:27.810 PM mDNSResponder: Bad service type in MyQuad._unityiphoneremote._tcp.local. Application protocol name must be underscore plus 1-15 characters. See http://www.dns-sd.org/ServiceTypes.html

The first entry looks like some kind of corruption in bundle type.
The second entry : underscore + 15; yours (_unityiphoneremote) is underscore + 17

I’d vote for the second as a cause of failing bind, but what do I know? :slight_smile:

Guys, I have a similar problem.
My Unity game uses TCPClient to connect to game server, but on MAX OS X when released for the store - I get Access denied exception:

SocketException: Access denied System.Net.Sockets.Socket.Bind (System.Net.EndPoint local_end) System.Net.Sockets.TcpClient…ctor ()

I have the network entitlement: com.apple.security.network.client

What could it be the cause ?
If I export debug build and test on my Mac (El Captain) - It works.

My Problem Solved It turns out I had to add the server entitlement too
(although I’m not starting server which listens for connections, but only client which connects)
So adding “com.apple.security.network.server” solved the problem