Suddenly started getting this. Is it a temporary server problem, or did I break something on my side?
I’ve got this problem too bud, hopefully the service is temporarily down
I changed the match host within the network managers network info slot in the inspector to be: eu1-mm.unet.unity3d.com
That seems to have solved my problem, depending on where you are that might work, I think theres one with us1-mm.unet.unity3d.com as well if you are in the us
That worked. Thanks!
Same here.
However, i’m not using the Networkmanager, just a CreateMatchRequest, so i suppose to set that address as the publicAddress property but doesn’t seem to work.
I noticed my CCU has finally dropped so I’m guessing they are finally updating the matchmaking service to fix the stuck CCU issue. Hopefully it comes back soon.
[edit] us1-mm.unet.unity3d.com doesn’t seem to be working for me either
If you are using script to create or join a match, use this code on your networkManager before calling Create Match or ListMatches:
networkMatch.baseUri = new System.Uri(“https://eu1-mm.unet.unity3d.com”);
Thanks!
I’ve been having this issue since yesterday, although calls to the matchmaker were successful about 20-30% of the time.
Changing the matchHost value of my custom NetworkManager class to “eu1-mm.unet.unity3d.com”, is currently working for me.
Thanks for the suggestion! Still, I would appreciate if a Unity mod could shed some light as to what happened. Reliability is a key factor for the project I’m working on.
edit: found a possibly related response:
Hit UNET CCU Limit
Yeah I am having this issue as well. I hope it is fixed soon as it is for my final year project at university and its in for Tuesday.
Edit: Error 1
Request error: Failed to connect to mm.unet.unity3d.com port 443: Timed out
UnityEngine.Networking.Match.c__Iterator01:MoveNext() **__Error 2__** Raw response: UnityEngine.Networking.Match.<ProcessMatchResponse>c__Iterator01:MoveNext()
Error 3
Create Failed:[[UnityEngine.Networking.Match.CreateMatchResponse]-success:False-extendedInfo:]-address:,port:0,networkId:0x0000000000000000,nodeId:0x0000,usingRelay:False
UnityEngine.Networking.NetworkManager:OnMatchCreate(CreateMatchResponse)
UnityStandardAssets.Network.LobbyManager:OnMatchCreate(CreateMatchResponse) (at Assets/L_Networked/Lobby/LobbyManager.cs:255)
UnityEngine.Networking.Match.c__Iterator0`1:MoveNext()
Have you attempted to change the Match Host from mm.unet.unity3d.com to us1-mm.unet.unity3d.com, because that is what fixed it for me.
Yeah changing to eu1 fixed it, but I am more concerned that it will break again.
I had to put eu1- and update unity
Hi everyone,
We have had a dns issue this weekend, but it should be fixed now. If you continue to have issues you may need to reboot or flush your computer’s dns, but the issue should resolve itself quickly.
Mine seemed to work fine, however I tried my game over the internet today and my listmatchrespone.matches.count return 0 for matches created remotely, whereas those created locally are fine? My project has worked fine up until the last few days. I’ve accepted the updated agreement terms and my CCU/Bandwidth are fine. Any ideas what this could be?
We are having the same issue of listmatches returning 0 results. It had been fine up until today (relative to all the other issues this past week).
are you still having this problem? I’m hoping a good nights sleep will help fix it ha!
Hi, I’m having this issue only when testing on the HoloLens Emulator. In Unity Editor it works fine. Any idea/suggestion?
