i have two pieces of code i tried to use for multiplayer, but neither worked. I need help figuring out how to fix either of them. I appreciate any help. Sorry that the Formatting was messed up. Script two has this error: “The connection request to 127.0.0.1:25000 failed. Are you sure the server can be connected to?” do i need to port forward?
Script One:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
public class net : MonoBehaviour {
NetworkClient myclient;
// Use this for initialization
void Start () {
}
bool isAtStartup = true;
void Update()
{
if(NetworkClient.active == true){
Debug.Log ("Client Active");
}
if(NetworkServer.active == true){
Debug.Log ("Server Active");
}
if (Input.GetKeyDown(KeyCode.S) && isAtStartup)
{
NetworkServer.Listen(4444);
NetworkServer.RegisterHandler(MsgType.Ready, OnPlayerReadyMessage);
isAtStartup = false;
}
if (Input.GetKeyDown (KeyCode.C) && isAtStartup) {
myclient.Connect("127.0.0.1", 4444);
}
}
}
Script Two:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class othernet : MonoBehaviour {
public bool punchthrough = true;
public Text data;
public Text Nat;
public string IP = “localhost”;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
Nat.text = "Nat: " + punchthrough;
if(Network.isServer){
Debug.Log ("Server");
data.text = "Server";
}
if(Network.isClient){
data.text = "Client";
Debug.Log ("Client");
}
if (Input.GetKeyDown (KeyCode.S)) {
bool useNAT = !Network.HavePublicAddress ();
Network.InitializeServer (2, 25000, true);
}
if (Input.GetKeyDown (KeyCode.C)) {
//Network.Connect (IP, "4444");
Network.Connect("127.0.0.1", 25000);
Debug.Log ("C key pressed");
}
if (Input.GetKeyDown (KeyCode.X)) {
data.text = "";
Network.Disconnect();
}
if (Input.GetKeyDown (KeyCode.N)) {
punchthrough = !punchthrough;
}
Debug.Log (Network.isClient);
Debug.Log (Network.TestConnection());
}
}