Host Registering Problem

Since I didn’t receive any reply’s in multiplayer forum…

So, I’m trying to create a basic master server with multiple hosts using the code provided in Unity’s docs.
However, when I register multiple hosts only the first host shows up in the client program.
Here’s the code I’m using. Ignore the comments for MasterServer.RegisterHost.

void OnGUI() 
{
	if (GUILayout.Button ("Start Server"))
	{
		// Use NAT punchthrough if no public IP present
		Network.InitializeServer(5, 25002, !Network.HavePublicAddress());
		MasterServer.RegisterHost("SomeGame_ServerTypeUnique", "Test game0", "Testing Multiple Connections");
		//Network.InitializeServer(4, 25003, !Network.HavePublicAddress());
		MasterServer.RegisterHost("SomeGame_ServerTypeUnique", "Test game1", "Testing Multiple Connections");
		//Network.InitializeServer(4, 25004, !Network.HavePublicAddress());
		MasterServer.RegisterHost("SomeGame_ServerTypeUnique", "Test game2", "Query: Do we need to initialize multipleservers?");
		//Network.InitializeServer(4, 25005, !Network.HavePublicAddress());
		MasterServer.RegisterHost("SomeGame_ServerTypeUnique", "Test game3", "If so then I need to try it at some point");
		//Network.InitializeServer(4, 25006, !Network.HavePublicAddress());
		MasterServer.RegisterHost("SomeGame_ServerTypeUnique", "Test game4", "Wonder how many hosts one can register on a single computer?");
	}
	if (GUILayout.Button ("Exit")) 
		Application.Quit();
}

Here’s the Client side if I messed up something there.

void OnGUI() 
{
	HostData[] data  = MasterServer.PollHostList();
	
	// Go through all the hosts in the host list
	foreach(HostData element in data)
	{
		GUILayout.BeginHorizontal();	
		var name = element.gameName + " " + element.connectedPlayers + " / " + element.playerLimit;
		GUILayout.Label(name);	
		GUILayout.Space(5);
		string hostInfo;
		hostInfo = "[";
		foreach(string host in element.ip)
			hostInfo = hostInfo + host + ":" + element.port + " ";
		hostInfo = hostInfo + "]";
		GUILayout.Label(hostInfo);	
		GUILayout.Space(5);
		GUILayout.Label(element.comment);
		GUILayout.Space(5);
		GUILayout.FlexibleSpace();
		if (GUILayout.Button("Connect"))
		{
			// Connect to HostData struct, internally the correct method is used (GUID when using NAT).
			Network.Connect(element);			
		}
		GUILayout.EndHorizontal();	
	}
	
	if (GUILayout.Button ("Exit")) 
		Application.Quit();
}

Only Test Game0 shows up on the client side and according to the hostlist the size is 1 so I’m not sure why the others aren’t registering.

No one has any clue?