Hi everyone,
I’m having a bit of difficulty with networking in Unity, and am hoping for some resolution.
My current structure is like this:
Initialization
Client → Login Server ← World Server
End goal
Login Server ← World Server ← Client
Both the client and the world server connect to the login server as clients. At the same time, the world server is already initialized as a server on a different port.
Once the client chooses an option, I’m trying to have the Client.Network.Disconnect() from the login server, and then Client.Network.Connect(world server).
In doing so, though, the client fails to connect to the world server; the world server fails to even recognize the inbound connect from the client.
After disabling the original world server → login server connection, I was able to initialize it as a server. At that point, the client was then able to directly connect to the world server without issue.
The ultimate goal of this is to have 3 layered networking:
The client logs into the login server, the login server heartbeats with the world servers, and then the client connects to the world server after selecting an option.
Advice / assistance are greatly appreciated.
Regards,
Ezro