Hosting behind NAT

Hi, i’m looking for a networking solution for two player vehicle coop. Is it possible to allow player 1 to create an authoritative server and host the remote player behind NAT? I believe Unity Networking doesn’t allow for this, but is their a paid solution out their that does? Or is the only option to have the game hosted remotely? I’m after an elegant solution like the hosting or ‘create server’ option in CSS or L4D, in which i’m able to host a game and have remote clients connect even though i’m behind a router. Am I actually hosting a game on my machine with CSS, or is it just putting me in charge of a massive remote servers room?

Thanks for your help on this

Yes it does, look into the master-server with all it’s tools.

Thanks for the reply appels. It was actually the master-server’s docs that lead me to believe a server couldn’t be hosted behind NAT (bottom of this page). Now that I re-read it, I think it’s actually referring to the master-server itself not being behind NAT, which makes sense.

Thanks mate

/Laurence

I think it is fair to say that you can host servers with the builtin networking, but you may find that NAT traversal failure rate may be higher than you would expect.

Thanks Tigeba, I also read this, with a suggestion to use uLink or a 3rd party networking library to overcome it. As far as i can tell their is no magic bullet to NAT punchthrough as its down to the router, so would the suggestion to use a 3rd party library be actually suggestion to host the game servers publicly rather than on a players local machine? Or do these libraries simply have more reliable punchthrough techniques?

The dilemma is it wouldn’t be realistic to do authoritative physics simulation for a 2 player game on a public server, as we might get 8 games per server at 20fps, so with 100 players that’s 6 servers at $150+ a month plus MS and connection testing servers.