hello, i have this problem where when i make a connection with relay no network objects are spawned in the client side and after a minute or so this error comes out
Failed to connect to server.
UnityEngine.Debug:LogError (object)
Unity.Netcode.Transports.UTP.UnityTransport:ProcessEvent () (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.2.0/Runtime/Transports/UTP/UnityTransport.cs:828)
Unity.Netcode.Transports.UTP.UnityTransport:Update () (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.2.0/Runtime/Transports/UTP/UnityTransport.cs:877)
before adding the relay code netcode used to work perfectly.
i tried unsing both âudpâ and âdtlsâ for the RelayServerData but it didnât work, i tried âwssâ as was mentioned in another thread but i got the error
ArgumentException: Invalid connection type: wss. Must be udp or dtls.
Unity.Networking.Transport.Relay.RelayServerDataâŚctor (Unity.Services.Relay.Models.Allocation allocation, System.String connectionType) (at ./Library/PackageCache/com.unity.transport@1.3.1/Runtime/Relay/RelayServerData.cs:88)
LobbyManager.CreateRelay () (at Assets/Scripts/Lobby/LobbyManager.cs:374)
LobbyManager.Start_Game () (at Assets/Scripts/Lobby/LobbyManager.cs:321)
System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.b__7_0 (System.Object state) (at <83161767e3f34f4a9c1453ea3e22d1f1>:0)
UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <0ae5d4e782f74095b2c8d38f4225786f>:0)
UnityEngine.UnitySynchronizationContext.Exec () (at <0ae5d4e782f74095b2c8d38f4225786f>:0)
UnityEngine.UnitySynchronizationContext.ExecuteTasks () (at <0ae5d4e782f74095b2c8d38f4225786f>:0)
the code for creating the relay
public async Task<string> CreateRelay()
{
Allocation allocation;
string relayJoinCode;
try
{
allocation = await RelayService.Instance.CreateAllocationAsync(3);
Debug.Log(allocation);
}
catch (Exception e)
{
Debug.LogError($"Relay create allocation request failed {e.Message}");
throw;
}
Debug.Log($"server: {allocation.ConnectionData[0]} {allocation.ConnectionData[1]}");
Debug.Log($"server: {allocation.AllocationId}");
try
{
relayJoinCode = await RelayService.Instance.GetJoinCodeAsync(allocation.AllocationId);
Debug.Log("code"+relayJoinCode);
}
catch (Exception)
{
Debug.LogError("Relay create join code request failed");
throw;
}
RelayServerData serverRelayUtilityTask = new RelayServerData(allocation, "wss");
NetworkManager.Singleton.GetComponent<UnityTransport>().SetRelayServerData(serverRelayUtilityTask);
NetworkManager.Singleton.StartHost();
return relayJoinCode;
}
code for joining relay
public async void JoinRelay(string joinCode)
{
JoinAllocation allocation;
try
{
allocation = await RelayService.Instance.JoinAllocationAsync(joinCode);
}
catch
{
Debug.LogError("Relay create join code request failed");
throw;
}
Debug.Log($"client: {allocation.ConnectionData[0]} {allocation.ConnectionData[1]}");
Debug.Log($"host: {allocation.HostConnectionData[0]} {allocation.HostConnectionData[1]}");
Debug.Log($"client: {allocation.AllocationId}");
RelayServerData clientRelayUtilityTask = new RelayServerData(allocation, "wss");
NetworkManager.Singleton.GetComponent<UnityTransport>().SetRelayServerData(clientRelayUtilityTask);
NetworkManager.Singleton.StartClient();
}
note: i tried using parallel sync and building the game for testing and both didnât work