Connecting android client to PC server

I have two projects, one that acts as a server and another that’s for the clients. In the editor, I am able to connect them. However, when I run the client on my phone and the server on my computer it never connects. I don’t get any errors or anything.

I was able to get different computers on different networks to connect (so I know all the port forwarding stuff is working correctly) but whenever I run the same client android it doesn’t connect.

Is there something that needs to be done differently when using the transport layer with mobile vs PC?

Server code:

using Unity.Collections;
using Unity.Networking.Transport;
using UnityEngine;

public class Server : MonoBehaviour
{
    public NetworkDriver m_Driver;
    NetworkPipeline m_PipelineFast;
    NetworkPipeline m_PipelineSlow;
    NetworkPipeline m_PipelineBig;
    bool acceptingConnections = true;
    bool acceptingMessages = true;
    private NativeList<NetworkConnection> m_Connections;

    void Start()
    {
        InitNew();
    }

    public void InitNew()
    {
        m_Driver = NetworkDriver.Create();
        var endpoint = NetworkEndPoint.AnyIpv4;
        endpoint.Port = 9000;
        if (m_Driver.Bind(endpoint) != 0)
            Debug.Log("Failed to bind to port 9000");
        else
            m_Driver.Listen();

        m_Connections = new NativeList<NetworkConnection>(16, Allocator.Persistent);
        m_PipelineBig = m_Driver.CreatePipeline(typeof(FragmentationPipelineStage), typeof(ReliableSequencedPipelineStage));
        m_PipelineSlow = m_Driver.CreatePipeline(typeof(ReliableSequencedPipelineStage));
        DontDestroyOnLoad(gameObject);
    }

    void Update()
    {
        UpdateMessagesNew();
    }

    public void UpdateMessagesNew()
    {

        m_Driver.ScheduleUpdate().Complete();

        // Clean up connections
        if (acceptingConnections)
        {
            for (int i = 0; i < m_Connections.Length; i++)
            {
                if (!m_Connections[i].IsCreated)
                {
                        m_Connections.RemoveAt(i);
                }
            }

            // Accept new connections
            NetworkConnection c;
            while ((c = m_Driver.Accept()) != default(NetworkConnection))
            {
                Debug.Log("someone is trying to connect");
                m_Connections.Add(c);
                Debug.Log("Accepted a new connection, in spot: " + (m_Connections.Length - 1));
            }
        }

        //get any new messages
        if (acceptingMessages)
        {
            DataStreamReader stream;
            for (int i = 0; i < m_Connections.Length; i++)
            {
                NetworkEvent.Type cmd;
                while ((cmd = m_Driver.PopEventForConnection(m_Connections[i], out stream)) != NetworkEvent.Type.Empty)
                {
                    if (cmd == NetworkEvent.Type.Data)
                    {

                    }
                    else if (cmd == NetworkEvent.Type.Disconnect)
                    {
                        Debug.Log("player " + i + "is disconnecting");
                        m_Connections[i] = default(NetworkConnection);
                    }
                }
            }
        }
    }
}

Client Code

using Unity.Networking.Transport;
using UnityEngine;
using TMPro;

public class Client : MonoBehaviour
{
    public TMP_InputField serverIP;
    public GameObject ConnectNotice;
    string SERVER_IP = "127.0.0.1";
    public NetworkDriver m_Driver;
    public NetworkConnection m_Connection;
    NetworkPipeline m_PipelineFast;
    NetworkPipeline m_PipelineSlow;
    NetworkPipeline m_PipelineBig;
    bool connected = false;

    //this gets called when the player clicks "try connecting" button
    public void InitNew()
    {
        SERVER_IP = serverIP.text;
        Debug.Log("Trying to connect to : " + SERVER_IP);
        m_Driver = NetworkDriver.Create();
        m_Connection = default(NetworkConnection);
        _ = new NetworkEndPoint();
        NetworkEndPoint endpoint;
        NetworkEndPoint.TryParse(SERVER_IP, 9000, out endpoint, NetworkFamily.Ipv4);
        endpoint.Port = 9000;
        m_PipelineBig = m_Driver.CreatePipeline(typeof(FragmentationPipelineStage), typeof(ReliableSequencedPipelineStage));
        m_PipelineSlow = m_Driver.CreatePipeline(typeof(ReliableSequencedPipelineStage));
        m_Connection = m_Driver.Connect(endpoint);
        connected = true;
    }

    private void Update()
    {
        if(connected)
        UpdateMessages();
    }

    public void UpdateMessages()
    {
        m_Driver.ScheduleUpdate().Complete();
        if (!m_Connection.IsCreated)
        {
            return;
        }

        DataStreamReader stream;
        NetworkEvent.Type cmd;
        while ((cmd = m_Connection.PopEvent(m_Driver, out stream, out _)) != NetworkEvent.Type.Empty)
        {
            if (cmd == NetworkEvent.Type.Connect)
            {
                Debug.Log("We are now connected to the server");
                ConnectNotice.SetActive(true);

            }
            else if (cmd == NetworkEvent.Type.Data)
            {

            }
            else if (cmd == NetworkEvent.Type.Disconnect)
            {
                Debug.Log("Client got disconnected from server");
                m_Connection = default(NetworkConnection);
            }
        }
    }
}

Solved my problem, ended up being a windows firewall thing that was blocking the connection