Hello when i start a game and when my friend is trying to connect it won’t work for some reason he will click the connect button but nothing happens please help.
using UnityEngine;
using System.Collections;
using System;
public class Multiplayer : MonoBehaviour
{
public string connectToIp = “127.0.0.1”;
public int connectPort = 25000;
public bool useNAT = false;
public string ipaddress = “”;
public string port = “”;
string playerName = “Enter a name”;
void OnGUI()
{
if (Network.peerType == NetworkPeerType.Disconnected)
{
if (GUILayout.Button(“Connect”))
{
if (playerName != “Enter a name”)
{
Network.Connect(connectToIp, connectPort);
PlayerPrefs.SetString(“PlayerName”, playerName);
}
}
if (GUILayout.Button(“Start Server”))
{
if (playerName != “Enter a name”)
{
Network.InitializeServer(32, connectPort, true);
foreach (GameObject go in FindObjectsOfType(typeof(GameObject)))
{
go.SendMessage(“LoadedLevel”, SendMessageOptions.DontRequireReceiver);
}
PlayerPrefs.SetString(“Enter a name”, playerName);
}
}
playerName = GUILayout.TextField(playerName);
connectToIp = GUILayout.TextField(connectToIp);
connectPort = Convert.ToInt32(GUILayout.TextField(connectPort.To String()));
}
else
{
if (Network.peerType == NetworkPeerType.Connecting) GUILayout.Label(“Connect Status: Connecting”);
else if (Network.peerType == NetworkPeerType.Client)
{
GUILayout.Label(“Connect Status: Client”);
GUILayout.Label("ping to Server: " + Network.GetAveragePing(Network.connections[0]));
}
else if (Network.peerType == NetworkPeerType.Server)
{
GUILayout.Label(“Connection Status: Server:”);
GUILayout.Label("ping to Server: " + Network.connections.Length);
if (Network.connections.Length >= 1)
GUILayout.Label("ping to Server: " + Network.GetAveragePing(Network.connections[0]));
}
if (GUILayout.Button(“Disconnect”))
Network.Disconnect(200);
ipaddress = Network.player.ipAddress;
port = Network.player.port.ToString();
//GUILayout.Label("IP Address: " + ipaddress + “:” + port);
}
}
void OnConnectedToServer()
{
foreach (GameObject go in FindObjectsOfType(typeof(GameObject)))
{
go.SendMessage(“LoadedLevel”, SendMessageOptions.DontRequireReceiver);
}
}
}