Channel configuration mismatch error no idea why

I have my server code and client code pretty much the same but they won’t connect at all and i can’t work out why. Its really getting annoying.

This is my connection on the server scene:

        void Awake()
        {
            NetworkTransport.Init();
            ConnectionConfig config = new ConnectionConfig();

            Channel_Reliable = config.AddChannel(QosType.Reliable);
            Channel_Unreliable = config.AddChannel(QosType.Unreliable);

            HostTopology topology = new HostTopology(config, 100);
            HostID = NetworkTransport.AddHost(topology,8888,null);

            isStarted = true;
        }

My client scene has:

        public void Connect()
        {
            NetworkTransport.Init();
            ConnectionConfig config = new ConnectionConfig();
    
            // why does client need to specific 100
            // connections if it only communicates to server?
            HostTopology topology = new HostTopology(config, 100);

            // Create a host based on the topology we just created, and bind the socket to port 9999.
            SocketID = NetworkTransport.AddHost(topology, 9999);

            Channel_Reliable = config.AddChannel(QosType.Reliable);
            Channel_Unreliable = config.AddChannel(QosType.Unreliable);

            // Connect to the host (aka server scene) with IP 127.0.0.1 and port 8888
            ConnectionID = NetworkTransport.Connect(SocketID, "127.0.0.1", 8888, 0, out error);
          }

I never receive a connect event from the server or the client side so i can’t ever validate the connection between the two.

My console log however gives me :
Log: Channel configuration mismatch

This seems to be coming from the client build - but i don’t know what it means or how to resolve it. I can’t see where i have gone wrong here. Please help.

Have same problem even with two editor instances trying to connect to each other.
Connection config are same (checked by serializing it to console as JSON).
Connection inside application (client and server inside same app) works fine.
Seems it LLAPI problem.
Through NetworkManager everything works fine.
Reproduced in 2017.1.0f3.

You’re trying to add channels after creating host, not when create topology. So fixed Connect method works in build and editor. But not for my case =(

Ah that solved it thanks.

Not sure why you have issues - not sure running two editors at same time even works does it? I use 2 different scenes but its tedious as hell building one of the scenes and having the other run in unity.

So i found where problem is. When you create 2 hosts 1 for server and 1 for discovery with different channel configurations client wont connect to that server if it’s channel config mismatch tiscovery one’s. Using single shared host topology fixed issue for me.