Strange data passing issue. NAT?

Hello All

I have a strange issue that looks like it could be because of NAT type, but I probably not, as UNET uses a relay server. Here is a description of the issue:

We are testing our game on PCs connected to a LAN, while trying to run the game on LAN with the NetworkManagerHUD seems totally fine, creating and joining an Internet match works sometimes with high latency, and other times does not work at all, with no data being passed around at all. Both the server and the client go into the online scene and then there is no data being received at all. It was working fine on the same LAN a few days back and now we have this issue. It works fine on another internet though, tested on 2 devices, outside of this LAN. We also tried testing it on a data connection on an android device with a device a in another part of the world, that gave the same random data passing issue

Could this issue be because of NAT type? I thought UNET automatically uses a relay server. Do we have to make it use the relay server? How do I be sure of what the problem is and how do I fix it?

Any or all help is appreciated

Thanks

Unity only uses the relays if you use matchmaking. If you are directly connecting by entering an IP it won’t use the relays and you will experience NAT issues. The behaviour your describing is odd though, normally when there are not issues the client just fails to connect so they would never go to the online scene. You may be experiencing some other issue not related to NAT but it’s hard to say.