Hello, I’m creating a demo project that is basically a simple mod of the photon bootcamp demo. I have it working on my localhost, but I can’t get it to work over the web. I think part of the problem is that my ISP has blocked ports 5055 and 3389. Getting them to re-open these is probably not an option, or at least it will take more time than I have.
I’m desperate to know if I can transfer this project to some sort of remote server. The photon demo documentation includes this line which gives me hope:
“If photon is started on another machine: Set new Photon IP and Port in \Assets\Photon\Game.cs line 33 (default is localhost)”
Is there any service out there (paid or unpaid) that will let me run Photon remotely (the “on another machine” part) and connect together different clients accross the web to play the photon demo?
If so, is it as simple as uploading photon to the remote server, setting it going and then setting the IP address in the unity build as described above?
I’ve been trying all day to open port 5055, rather than asking this question, but I’m really in need of an answer.
Which ISPs block ports?
It’s more likely that Photon is running on a machine where the firewall blocks ports. Also a common problem is being behind a router that does either blocks ports (for incoming requests) or not do port forwarding.
Where do you host Photon?
The line you recite is about the client setup. If Photon is not running on the same machine as the client, you always have to setup a host-name or a IP address in the client to reach the server. This points you to where this is done.
You also have to do this when you test in your local network and Photon is not on the same machine as the client!
You could rent a virtual machine on many hosters. AirVM is a good one, e.g… Amazon EC2 is also ok. In both cases, make sure you read their info about setting up firewalls (EC2 has some that are setup via their website, e.g.).
Yes, once you have a host machine, setting up Photon is the simple step. By default, it accepts incoming requests from any available network-device and once firewalls are open, you just need to config the client to use the server’s public IP address.
Thanks again for your help TobiasS. I’m just going on what I’ve read when I mention ISP’s blocking ports. In the end I got this working as intended. There were several things I was doing wrong, including using the wrong IP address in the game.cs file (in the demo). The general info on servers is also really appreciated.