Can't find match on a remote computer

I create a match using the new Unity Networking framework , but when my colleagues try fetching it from their own computers (clicking “List Current Matches”) they find nothing.
and vice versa: when I look for matches they created I keep getting

The code is as follows(XXX is the AppID I got under my CloudID, which I already set up in the project’s settings under “player”):

using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.Networking.Types;
using UnityEngine.Networking.Match;

using System.Collections;

public class ServerOps : NetworkManager {

    bool setNM = false;
    public GameObject playerCamera;

    private NetworkMatch networkMatch;

    void Start()
    {
        InitMatchMaker ();
    }


    void InitMatchMaker()
    {
        StartMatchMaker ();
        matchMaker.SetProgramAppID ((AppID)XXX);
    }

    public void CreateMatch()
    {
        matchMaker.CreateMatch (matchName,
                                  8,
                               true,
                               "",
                               OnMatchCreate);


    }
    public void JoinMatch(int index)
    {
        matchMaker.JoinMatch (matches[index].networkId, "", OnMatchJoined);
    }

    public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId)
    {  
        GameObject player = (GameObject)GameObject.Instantiate (playerPrefab, GameObject.Find ("Player Spawn").transform.position, Quaternion.identity);
  
        GameObject.Instantiate(playerCamera).GetComponent<FollowTarget>().target = player.transform.GetChild(0);
  
        NetworkServer.AddPlayerForConnection(conn, player, playerControllerId);
    }

    void OnGUI()
    {
        GUILayout.Label ("Match Name:");
        matchName = GUILayout.TextField (matchName);

        if (GUILayout.Button ("Host"))
        {
            CreateMatch ();
        }
        if(GUILayout.Button ("List Current Matches"))
        {
            matchMaker.ListMatches(0,
                                   20,
                                   "",
                                   OnMatchList);


        }
        if(matches != null)
        {
            for(int i=0; i<matches.Count; i++)
            {
                if(GUILayout.Button ("Join " + matches[i].name))
                {
                    JoinMatch(i);
                }
            }
        }
    }


}

I think it might be in the Manager’s settings though.
thank you in advance. :slight_smile:

Update:
from my friend’s output_log: