Hi!
First of all, thanks to anyone who reads this and attempts to help me, it is really appreciated ^^
Second, the actual question: Is there a way to manually connect (Nework.Connect()) to a server (directly to the computer, not its router) if we happen to have the public IP of its router AND the private IP assigned by the router of the server via a custom build master server that saves public IP, private IP and the port of each servers.
I know a NAT facilitor kinda does that, but im trying to stay away from those, since unity’s official masterserver and facilitor pretty much never work like intended
tl;dr : How to connect to a specific server with its router IP, its port and its private IP (assigned by the router). Thanks!
-SpectralMemories
I understand what you are saying, I know that the hosts must portforward their router for one to connect on their machine using its public IP. My question is how to avoid the need to portforward, given the fact that the client knows the private IP (and thus the specific machine) on which it has to connect.
– Tsurugi21Ok, that's basically the code. It must have something to do with deriving from the UI.Text component, but I can't see how: using UnityEngine.UI; using UnityEngine; using UnityEditor; [CanEditMultipleObjects] public class TestText : Text { // // Use this for initialization void Start () { Debug.Log ("Start called"); } }
– hexagonius