I am new to networking but need to use a network relay for internet multiplayer gameplay. I have a personal version of Unity and I have not yet enabled “Live Mode” in my multiplayer dashboard.
I am having a big problem where my clients are disconnecting after 2 minutes after joining a match and I was wondering if this is some kind of limit from Unity’s relay servers?
I looked at output_log.txt in my build and noticed these lines:
MatchMakingClient Join :https://mm.unet.unity3d.com/json/reply/JoinMatchRequest
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Log: connection {1} has been disconnected by timeout; address {::ffff:xx.xx.xxx.xxx:9999}
Attempt to send to not connected connection {1}
(Filename: Line: 359)
Failed to send internal buffer channel:0 bytesToSend:11
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Send Error: WrongConnection channel:0 bytesToSend:11
The game on my server remains operational but the clients all get the boot.
I’m stumped??
[EDIT]
Just purchased the NAT Traversal Plugin and have integrated it into my project. Hopefully tomorrow when I test it on my friend’s PC I will be able to use peer-to-peer.