Client Can't Connect To Host With Join Code

Sorry, I don’t know how to delete this thread. I figured out it was because of my school wifi messing it up.

I am having issues with Relay with netcode for gameobjects.

I am trying to host a game and join it with the join code I get the error exception I uploaded as a file.
In short is says not found join code but the full exception down below.

I also put my scripts for the relay and Lobby.

I am using unity version 2022.3.17f1, Relay 1.0.5, nodecode for gameobjects 1.7.1, lobby 1.1.2, and multiplayer tools 1.1.1

https://docs.unity.com/ugs/manual/relay/manual/relay-and-ngo

I am doing everything that this guide says to do for a quick setup. I’ve also followed the Codemonkey tutorials for NGO, Relay, and Lobby. And I keep getting that error.

Unity.Services.Relay.RelayServiceException: Not Found: join code not found —> Unity.Services.Relay.Http.HttpException1[Unity.Services.Relay.Models.ErrorResponseBody]: (404) HTTP/1.1 404 Not Found at Unity.Services.Relay.Http.ResponseHandler.HandleAsyncResponse (Unity.Services.Relay.Http.HttpClientResponse response, System.Collections.Generic.Dictionary2[TKey,TValue] statusCodeToTypeMap) [0x0006d] in .\Library\PackageCache\com.unity.services.relay@1.0.5\Runtime\Http\ResponseHandler.cs:122
at Unity.Services.Relay.Http.ResponseHandler.HandleAsyncResponse[T] (Unity.Services.Relay.Http.HttpClientResponse response, System.Collections.Generic.Dictionary2[TKey,TValue] statusCodeToTypeMap) [0x00000] in .\Library\PackageCache\com.unity.services.relay@1.0.5\Runtime\Http\ResponseHandler.cs:226 at Unity.Services.Relay.Apis.RelayAllocations.RelayAllocationsApiClient.JoinRelayAsync (Unity.Services.Relay.RelayAllocations.JoinRelayRequest request, Unity.Services.Relay.Configuration operationConfiguration) [0x00173] in .\Library\PackageCache\com.unity.services.relay@1.0.5\Runtime\Apis\RelayAllocationsApi.cs:185 at Unity.Services.Relay.WrappedRelayService.JoinAllocationAsync (System.String joinCode) [0x00064] in .\Library\PackageCache\com.unity.services.relay@1.0.5\Runtime\SDK\WrappedRelayService.cs:149 --- End of inner exception stack trace --- at Unity.Services.Relay.WrappedRelayService.JoinAllocationAsync (System.String joinCode) [0x000ca] in .\Library\PackageCache\com.unity.services.relay@1.0.5\Runtime\SDK\WrappedRelayService.cs:156 at TestRelay.JoinRelay (System.String joinCode) [0x00063] in D:\UnityProjects\RunningWithScissorsMultiplayerJam\Assets\Scripts\TestRelay.cs:94 UnityEngine.Debug:LogError (object) TestRelay/<JoinRelay>d__2:MoveNext () (at Assets/Scripts/TestRelay.cs:118) System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<Unity.Services.Relay.Models.JoinAllocation>:SetException (System.Exception)
Unity.Services.Relay.WrappedRelayService/d__8:MoveNext () (at ./Library/PackageCache/com.unity.services.relay@1.0.5/Runtime/SDK/WrappedRelayService.cs:171)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<Unity.Services.Relay.Response1<Unity.Services.Relay.Models.JoinResponseBody>>:SetException (System.Exception)
Unity.Services.Relay.Apis.RelayAllocations.RelayAllocationsApiClient/d__9:MoveNext () (at ./Library/PackageCache/com.unity.services.relay@1.0.5/Runtime/Apis/RelayAllocationsApi.cs:186)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<Unity.Services.Relay.Http.HttpClientResponse>:SetResult (Unity.Services.Relay.Http.HttpClientResponse) Unity.Services.Relay.Http.HttpClient/<MakeRequestAsync>d__1:MoveNext () (at ./Library/PackageCache/com.unity.services.relay@1.0.5/Runtime/Http/HttpClient.cs:41) System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<Unity.Services.Relay.Http.HttpClientResponse>:SetResult (Unity.Services.Relay.Http.HttpClientResponse)
Unity.Services.Relay.Http.HttpClient/d__3:MoveNext () (at ./Library/PackageCache/com.unity.services.relay@1.0.5/Runtime/Http/HttpClient.cs:56)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<Unity.Services.Relay.Http.HttpClientResponse>:SetResult (Unity.Services.Relay.Http.HttpClientResponse) Unity.Services.Relay.Http.HttpClient/<CreateHttpClientResponse>d__4:MoveNext () (at ./Library/PackageCache/com.unity.services.relay@1.0.5/Runtime/Http/HttpClient.cs:84) System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<Unity.Services.Relay.Http.HttpClientResponse>:SetResult (Unity.Services.Relay.Http.HttpClientResponse)
Unity.Services.Relay.Http.HttpClient/<>c__DisplayClass4_0/<b__0>d:MoveNext () (at ./Library/PackageCache/com.unity.services.relay@1.0.5/Runtime/Http/HttpClient.cs:81)
System.Threading.Tasks.TaskCompletionSource`1<Unity.Services.Relay.Http.HttpClientResponse>:SetResult (Unity.Services.Relay.Http.HttpClientResponse)
Unity.Services.Relay.Http.UnityWebRequestHelpers/<>c__DisplayClass0_0:b__0 (UnityEngine.AsyncOperation) (at ./Library/PackageCache/com.unity.services.relay@1.0.5/Runtime/Http/UnityWebRequestHelpers.cs:34)
UnityEngine.AsyncOperation:InvokeCompletionEvent ()

I’m also having the same issue

I got this working so it does work - the question becomes what did you do different…

So, i have a server which is run by building standalone and running i, so it fires up on my own machine, i then connect using lobby and relay to it, from the client which is the player in the editor…

So,

I initialise gaming services
login anonymously
if server, make lobby, get and put relay code in details of lobby
else if client, look for lobbies, if lobby found, get code from details and use

My issue was due to when building I had unity’s dashboard pointing to prod and editor pointing to dev