I was troubleshooting this all day long with no hope. I’m trying to join a lobby using a relay to establish a connection between two instances of my game on two different PCs but the client instance just times out trying to reach the host with no hope and it gives those errors on the host instance after 3 seconds:
1. Failed to establish connection with the Relay server.
0x00007ff73ad0eaba (Unity) DefaultBurstRuntimeLogCallback
2. Transport failure! Relay allocation needs to be recreated, and NetworkManager restarted. Use NetworkManager.OnTransportFailure to be notified of such events programmatically.
3. [Netcode] Host is shutting down due to network transport failure of UnityTransport!
NOTE: My Internet connection is more than excellent on the two devices and I have set up the lobby and relay services correctly on the Unity website. And I’m new to the game-making world.
Here is what I have tried but it gives the error:
```csharp
**using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using Unity.Netcode;
using Unity.Netcode.Transports.UTP;
using Unity.Networking.Transport.Relay;
using Unity.Services.Authentication;
using Unity.Services.Core;
using Unity.Services.Lobbies;
using Unity.Services.Lobbies.Models;
using Unity.Services.Relay;
using Unity.Services.Relay.Models;
using UnityEngine;
using UnityEngine.SceneManagement;
public class KitchenGameLobby : MonoBehaviour {
private const string KEY_RELAY_JOIN_CODE = "RelayJoinCode";
public static KitchenGameLobby Instance { get; private set; }
public event EventHandler OnCreateLobbyStarted;
public event EventHandler OnCreateLobbyFailed;
public event EventHandler OnJoinStarted;
public event EventHandler OnQuickJoinFailed;
public event EventHandler OnJoinFailed;
public event EventHandler<OnLobbyListChangedEventArgs> OnLobbyListChanged;
public class OnLobbyListChangedEventArgs : EventArgs {
public List<Lobby> lobbyList;
}
private Lobby joinedLobby;
private float heartbeatTimer;
private float listLobbiesTimer;
private void Awake() {
Instance = this;
DontDestroyOnLoad(gameObject);
InitializeUnityAuthentication();
}
private async void InitializeUnityAuthentication() {
if (UnityServices.State != ServicesInitializationState.Initialized) {
InitializationOptions initializationOptions = new InitializationOptions();
//initializationOptions.SetProfile(UnityEngine.Random.Range(0, 10000).ToString());
await UnityServices.InitializeAsync(initializationOptions);
await AuthenticationService.Instance.SignInAnonymouslyAsync();
}
}
private void Update() {
HandleHeartbeat();
HandlePeriodicListLobbies();
}
private void HandlePeriodicListLobbies() {
if (joinedLobby == null &&
UnityServices.State == ServicesInitializationState.Initialized &&
AuthenticationService.Instance.IsSignedIn &&
SceneManager.GetActiveScene().name == Loader.Scene.LobbyScene.ToString()) {
listLobbiesTimer -= Time.deltaTime;
if (listLobbiesTimer <= 0f) {
float listLobbiesTimerMax = 3f;
listLobbiesTimer = listLobbiesTimerMax;
ListLobbies();
}
}
}
private void HandleHeartbeat() {
if (IsLobbyHost()) {
heartbeatTimer -= Time.deltaTime;
if (heartbeatTimer <= 0f) {
float heartbeatTimerMax = 15f;
heartbeatTimer = heartbeatTimerMax;
LobbyService.Instance.SendHeartbeatPingAsync(joinedLobby.Id);
}
}
}
private bool IsLobbyHost() {
return joinedLobby != null && joinedLobby.HostId == AuthenticationService.Instance.PlayerId;
}
private async void ListLobbies() {
try {
QueryLobbiesOptions queryLobbiesOptions = new QueryLobbiesOptions {
Filters = new List<QueryFilter> {
new QueryFilter(QueryFilter.FieldOptions.AvailableSlots, "0", QueryFilter.OpOptions.GT)
}
};
QueryResponse queryResponse = await LobbyService.Instance.QueryLobbiesAsync(queryLobbiesOptions);
OnLobbyListChanged?.Invoke(this, new OnLobbyListChangedEventArgs {
lobbyList = queryResponse.Results
});
} catch (LobbyServiceException e) {
Debug.Log(e);
}
}
private async Task<Allocation> AllocateRelay() {
try {
Allocation allocation = await RelayService.Instance.CreateAllocationAsync(KitchenGameMultiplayer.MAX_PLAYER_AMOUNT - 1);
return allocation;
} catch (RelayServiceException e) {
Debug.Log(e);
return default;
}
}
private async Task<string> GetRelayJoinCode(Allocation allocation) {
try {
string relayJoinCode = await RelayService.Instance.GetJoinCodeAsync(allocation.AllocationId);
return relayJoinCode;
} catch (RelayServiceException e) {
Debug.Log(e);
return default;
}
}
private async Task<JoinAllocation> JoinRelay(string joinCode) {
try {
JoinAllocation joinAllocation = await RelayService.Instance.JoinAllocationAsync(joinCode);
return joinAllocation;
} catch (RelayServiceException e) {
Debug.Log(e);
return default;
}
}
public async void CreateLobby(string lobbyName, bool isPrivate) {
OnCreateLobbyStarted?.Invoke(this, EventArgs.Empty);
try {
joinedLobby = await LobbyService.Instance.CreateLobbyAsync(lobbyName, KitchenGameMultiplayer.MAX_PLAYER_AMOUNT, new CreateLobbyOptions {
IsPrivate = isPrivate,
});
Allocation allocation = await AllocateRelay();
string relayJoinCode = await GetRelayJoinCode(allocation);
await LobbyService.Instance.UpdateLobbyAsync(joinedLobby.Id, new UpdateLobbyOptions {
Data = new Dictionary<string, DataObject> {
{ KEY_RELAY_JOIN_CODE , new DataObject(DataObject.VisibilityOptions.Member, relayJoinCode) }
}
});
NetworkManager.Singleton.GetComponent<UnityTransport>().SetRelayServerData(new RelayServerData(allocation, "dtls"));
KitchenGameMultiplayer.Instance.StartHost();
Loader.LoadNetwork(Loader.Scene.CharacterSelectScene);
} catch (LobbyServiceException e) {
Debug.Log(e);
OnCreateLobbyFailed?.Invoke(this, EventArgs.Empty);
}
}
public async void QuickJoin() {
OnJoinStarted?.Invoke(this, EventArgs.Empty);
try {
joinedLobby = await LobbyService.Instance.QuickJoinLobbyAsync();
string relayJoinCode = joinedLobby.Data[KEY_RELAY_JOIN_CODE].Value;
JoinAllocation joinAllocation = await JoinRelay(relayJoinCode);
NetworkManager.Singleton.GetComponent<UnityTransport>().SetRelayServerData(new RelayServerData(joinAllocation, "dtls"));
KitchenGameMultiplayer.Instance.StartClient();
} catch (LobbyServiceException e) {
Debug.Log(e);
OnQuickJoinFailed?.Invoke(this, EventArgs.Empty);
}
}
public async void JoinWithId(string lobbyId) {
OnJoinStarted?.Invoke(this, EventArgs.Empty);
try {
joinedLobby = await LobbyService.Instance.JoinLobbyByIdAsync(lobbyId);
string relayJoinCode = joinedLobby.Data[KEY_RELAY_JOIN_CODE].Value;
JoinAllocation joinAllocation = await JoinRelay(relayJoinCode);
NetworkManager.Singleton.GetComponent<UnityTransport>().SetRelayServerData(new RelayServerData(joinAllocation, "dtls"));
KitchenGameMultiplayer.Instance.StartClient();
} catch (LobbyServiceException e) {
Debug.Log(e);
OnJoinFailed?.Invoke(this, EventArgs.Empty);
}
}
public async void JoinWithCode(string lobbyCode) {
OnJoinStarted?.Invoke(this, EventArgs.Empty);
try {
joinedLobby = await LobbyService.Instance.JoinLobbyByCodeAsync(lobbyCode);
string relayJoinCode = joinedLobby.Data[KEY_RELAY_JOIN_CODE].Value;
JoinAllocation joinAllocation = await JoinRelay(relayJoinCode);
NetworkManager.Singleton.GetComponent<UnityTransport>().SetRelayServerData(new RelayServerData(joinAllocation, "dtls"));
KitchenGameMultiplayer.Instance.StartClient();
} catch (LobbyServiceException e) {
Debug.Log(e);
OnJoinFailed?.Invoke(this, EventArgs.Empty);
}
}
public async void DeleteLobby() {
if (joinedLobby != null) {
try {
await LobbyService.Instance.DeleteLobbyAsync(joinedLobby.Id);
joinedLobby = null;
} catch (LobbyServiceException e) {
Debug.Log(e);
}
}
}
public async void LeaveLobby() {
if (joinedLobby != null) {
try {
await LobbyService.Instance.RemovePlayerAsync(joinedLobby.Id, AuthenticationService.Instance.PlayerId);
joinedLobby = null;
} catch (LobbyServiceException e) {
Debug.Log(e);
}
}
}
public async void KickPlayer(string playerId) {
if (IsLobbyHost()) {
try {
await LobbyService.Instance.RemovePlayerAsync(joinedLobby.Id, playerId);
} catch (LobbyServiceException e) {
Debug.Log(e);
}
}
}
public Lobby GetLobby() {
return joinedLobby;
}
}**
```
I followed @CodeMonkeyYT Course on YouTube and my code is identical to his I even tried his code, but it gives the same error.