Failed to connect to the master server

Hello, I keep getting “Failed to connect to master server at 67.225.180.24:23466”. Is there a problem with the server, or my scripting?
My Menu manager:

using UnityEngine;
using System.Collections;
 
public class MenuManager : MonoBehaviour {
 
 
    public string CurrentMenu;
 
    public string MatchName = "";
 
    public string MatchPassword = "";
 
    public int MatchMaxPlayers = 32;
 
    private Vector2 ScrollLobby = Vector2.zero;
 
    void Start()
    {
       CurrentMenu = "Main";
       MatchName = "Server" + Random.Range(0, 5000);
    }
 
 
 
    void OnGUI()
    {
       if(CurrentMenu == "Main") 
       Menu_Main();
 
       if(CurrentMenu == "Lobby")    
       Menu_Lobby();
 
       if(CurrentMenu == "Host") 
       Menu_HostGame();
    }
 
    public void NavigateTo(string nextmenu)
    {
       CurrentMenu = nextmenu;
 
 
    }
 
    private void Menu_Main()
    {
       if(GUI.Button(new Rect(10,10,200,50), "Host Game"))
       {
         NavigateTo("Host");  
       } 
 
       if(GUI.Button(new Rect(10,70,200,50), "Refresh"))
       {
         MasterServer.RequestHostList("DeathMatch");  
       } 
 
       GUI.Label (new Rect(220, 10, 130, 30),"Player Name");
       MultiplayerManager.instance.PlayerName = GUI.TextField(new Rect(350,10,150,30), MultiplayerManager.instance.PlayerName);
       if(GUI.Button(new Rect(520,10,100,30), "Save Name"))
       {
         PlayerPrefs.SetString("PlayerName", MultiplayerManager.instance.PlayerName);
       } 
       GUILayout.BeginArea(new Rect(Screen.width - 400, 0, 400, Screen.height), "Server List", "Box");
       GUILayout.Space(20);
       foreach (HostData match in MasterServer.PollHostList())
       {
         GUILayout.BeginHorizontal("Box");
			
         GUILayout.Label(match.gameName);
         if (GUILayout.Button("Connect"));
		 {
          		Network.Connect(match);
		 }
 
         GUILayout.EndHorizontal();
       } 
 
       GUILayout.EndArea();
    }
 
 
	private void Menu_HostGame()
    {
       if(GUI.Button(new Rect(10,10,200,50), "Back"))
       {
         NavigateTo("Main");  
       }
         if(GUI.Button(new Rect(10,65,200,50), "Start Server"))
       {
         MultiplayerManager.instance.StartServer(MatchName, MatchPassword, MatchMaxPlayers);
       } 
 
       GUI.Label (new Rect(220, 10, 130, 30),"Match Name");
       MatchName = GUI.TextField(new Rect(400,10,200,30), MatchName);
 
       GUI.Label (new Rect(220, 50, 130, 30),"Match Password");
       MatchPassword = GUI.PasswordField(new Rect(400,50,200,30), MatchPassword, '*');
 
       GUI.Label (new Rect(220, 90, 130, 30),"Match Max Players");
       GUI.Label (new Rect(400,90,200,30),MatchMaxPlayers.ToString());
       MatchMaxPlayers = Mathf.Clamp(MatchMaxPlayers, 8, 32);
 
       if(GUI.Button(new Rect(425,90,25,30), "+"))
       MatchMaxPlayers += 2;
 
       if(GUI.Button(new Rect(450,90,25,30), "-"))
       MatchMaxPlayers -= 2; 
    }
	
    private void Menu_Lobby()
    {
       ScrollLobby = GUILayout.BeginScrollView(ScrollLobby, GUILayout.MaxWidth(200));       
       foreach (MPPlayer pl in MultiplayerManager.instance.PlayerList)
       {
         GUILayout.Box(pl.PlayerName);       
       }
 
       GUILayout.EndScrollView();
    }
 
   
 
    void OnServerInitialized()
    {
       NavigateTo("Lobby");
 
    }
 
    void OnConnectedToServer()
    {
       NavigateTo("Lobby");
 
    }
 
 
 
 
 
}

And my Multiplayer Manager:

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
 
 
public class MultiplayerManager : MonoBehaviour 
{   
    public static MultiplayerManager instance;
 
    public string PlayerName = "";
    private string MatchName = "";
    private string MatchPassword = "";
    private int MatchMaxUsers = 32;
	
 
    public List<MPPlayer> PlayerList = new List<MPPlayer>();
 
 
    void Start()
    {
       instance = this;
       PlayerName = PlayerPrefs.GetString("PlayerName");
    }
 
    public void StartServer(string servername, string serverpassword, int maxusers)
    {
       MatchName = servername;
       MatchPassword = serverpassword;
       MatchMaxUsers = maxusers;
       Network.InitializeServer(MatchMaxUsers, 2550, false);
       MasterServer.RegisterHost("DeathMatch", MatchName, "");
       //Network.InitializeSecurity();
    }
 
    void OnServerInitialized()
    {
       Server_PlayerJoinRequest(PlayerName, Network.player);
 
    }
 
    void OnConnectedToServer()
    {
       networkView.RPC("Server_PlayerJoinRequest()", RPCMode.Server, PlayerName, Network.player );
 
    }
 
    void OnPlayerDisconnected(NetworkPlayer id)
    {  
       networkView.RPC("Client_RemovePlayer()", RPCMode.All, id);
    }
 
    [RPC]
    void Server_PlayerJoinRequest(string PlayerName, NetworkPlayer view)   
    {
       networkView.RPC("Client_AddPlayerToList", RPCMode.All, PlayerName, view); 
    }
 
    [RPC]
    void Client_AddPlayerToList(string Playername, NetworkPlayer view)
    {
       MPPlayer tempplayer = new MPPlayer();
       tempplayer.PlayerName = Playername;
       tempplayer.PlayerNetwork = view;
       PlayerList.Add(tempplayer);
    }
 
    [RPC]
    void Client_RemovePlayer(NetworkPlayer view)
    {
       MPPlayer temppl = null;
 
       foreach(MPPlayer pl in PlayerList)
       {
         if(pl.PlayerNetwork == view)
         {
          temppl = pl;
 
         }    
       } 
       if(temppl != null)
       {
         PlayerList.Remove(temppl);
       } 
    }
}
 
public class MPPlayer
{
    public string PlayerName = "PlayerName";
    public NetworkPlayer PlayerNetwork;
 
}

Thanks!

It’s not just you, I haven’t been able to connect my games since Wednesday. It appears that the Master Server used for testing is down or not available for some other reason.