Hi there,
So I have a Unity3d version 5.3.2f1 2D game that works great at home. I host/Client one computer then use the second computer upstairs to connect as a Client. Using IP 192.168.xx.xx this works like a charm.
(First Question: When I’m doing this at home, is this essentially a LAN game ??)
If I try to host from the office, (IP 10.10.251.xxx) the client computer at my house can’t connect.
I’m guessing this is due to all the routers between the house and my office.
So to solve this do I:
-
Use some kind of NAT punch through program? For $45 there’s a good one in the asset store.
-
Use the Unity Matchmaking Service? I avoided this at first, but feel I’m ready for it!
-
Do something else?
Thanks!
Yeah, when you’re connecting locally like that it is a LAN game.
Definitely sounds like you’re having NAT issues when connecting to the office.
I say your best bet is option #1 (though maybe I’m a bit biased)
option #2 will be more expensive since you have to pay for bandwidth on the relay servers once your game is released.
option #3 basically means Photon (though there are others). This will be less expensive than Unity relays at least but you’re still going to pay, and there are some caps that might be a bit low for some games.
Also if you’re making a game specifically for steam you can use their networking system for free but then you’re either locked into steam or you have to redo all your networking when you want to release on another platform. The steam networking does both punch-through and relays but I hear the relays are very slow.