Master Server don't answer. OnMasterServerEvent never triggered.

Hi,
I’m following this tutorial: How to create an online multiplayer game with Unity - Paladin Studios and I never receive a host list.

I activated network debugger and the message I receive when I register the host is “Sent host registration to master server, registering a NAT assisted game as
“RoomName”, 1, 5, not password protected, “test””
But nothing in return.

And OnMasterServerEvent is never called. If I try to receive a hostlist the problem is exactly the same one, OnMasterServerEvent is never called and the list of host always empty.

What Can I do? :confused: The connection seems fine I receive the messages:

“Connected to facilitator at 67.225.180.24:50005” and

“Connected to master server at 67.225.180.24:23466”.

My code is:

public class NetworkManager : MonoBehaviour {

	private const string typeName = "UniqueGameName";
	private const string gameName = "RoomName";
	private HostData[] hostList;
	
	private void StartServer()
	{
		Network.InitializeServer(4, 25000, !Network.HavePublicAddress());
		MasterServer.RegisterHost(typeName, gameName, "test");
	}

	void OnServerInitialized()
	{
		Debug.Log("Server Initializied");
	}

	void OnGUI()
	{
		if (!Network.isClient && !Network.isServer)
		{
			if (GUI.Button(new Rect(100, 100, 250, 100), "Start Server"))
				StartServer();
			
			if (GUI.Button(new Rect(100, 250, 250, 100), "Refresh Hosts"))
				RefreshHostList();
			
			if (hostList != null)
			{
				for (int i = 0; i < hostList.Length; i++)
				{
					if (GUI.Button(new Rect(400, 100 + (110 * i), 300, 100), hostList*.gameName))*

_ JoinServer(hostList*);_
_
}_
_
}_
_
}_
_
}*_

* private void RefreshHostList()*
* {*
* MasterServer.ClearHostList();*
* MasterServer.RequestHostList(typeName);*
* Debug.Log(“Waiting”);*
* }*

* void OnMasterServerEvent(MasterServerEvent msEvent)*
* {*
* Debug.Log(“MasterServerReached”);*
* if (msEvent == MasterServerEvent.HostListReceived)*
* hostList = MasterServer.PollHostList();*
* }*

* private void JoinServer(HostData hostData)*
* {*
* Network.Connect(hostData);*
* }*

* void OnConnectedToServer()*
* {*
* Debug.Log(“Server Joined”);*
* }*
}

Any idea of what could be happen?