Match list is empty using Matchmaker on different PC/Networks

Mostly that question to Unity developers - you guys have created uNET service, not so far released it. (before that been beta version), but how you think can we (developers) use it if even I can just test it on my own PC, and can’t use it in internet testing on 2+ different PC’s and Networks with my team?

I have spend HUGE amount of time to implement that uNET to my project… firstly I meet the problem that your CCU meter doesn’t work correctly. I even could test it on my PC at all because of that. Finally you fix it when announced uNET release. Fine, lets go forward! But nowhere?! uNET not working correctly in standalone build - the matches just doesn’t recognize. Additionally Win server and Mac client throw an error checking the match list.

I tried everything what did find in internet and at the forum about possible ways to make it work. The only useful post seems that one, but even that didn’t help.

Final result: days spend on integration with ZERO result and migration to Photon Unity Networking without any hope and wish to wait for your fixes… Disapointed

Sorry to hear about your poor experience, the things you are listing are pretty basic things which should of course be working, they do for other people.

My first guess would be that there is something wrong with your project ID setup, similar to other forum thread you linked to. There the issue was with our project ID handling, which was manual and fragile in the time of the thread (this was Unity 5.1, just after release in 2015 when service was in preview). This is more robust now and handled in the Connect window along with the other services, assuming you are using latest Unity version. If the Project ID isn’t the same in both places the two instances will be treated as different games and they won’t see each other. Another guess could be that the two machines are in different regions (one in EU and one in US for example), then they will connect to the servers in each region respectively and not see each other.

With some information/error messages from the logs I could maybe see something else.

changing network setup to exact server solved the problem, but too late… Already migrated to pun