Strange IP and Port when using Network.Connect()

I’m trying to set up a simple client-server system in my Unity project. In my server script I have a Network.Connect(ip, port) line which passes the IP 127.0.0.1 and port 8000 for testing. When I start my game, it crashes with this error:

The connection request to
67.225.180.24:50005 failed. Are you sure the server can be connected to?

I ran a Whois on the IP from the error and it belongs to Unity Technologies. I don’t want to use Photon or a Master Server for my game (which I think this belongs to), I just want to use IP connections. Does anyone know why it is trying to connect to the Master Server (I don’t think I have any Photon code running) and does anyone know how to fix this?

Server script:

using System.Collections;
using UnityEngine;

public class NetworkManager : MonoBehaviour
{
	private int port = 25565;

	private void StartServer()
	{
		Network.InitializeServer(4, port, true);
	}

	void OnServerInitialized()
	{
		SpawnPlayer();
	}

	void OnGUI()
	{
		if (!Network.isClient && !Network.isServer) {
			if (GUI.Button (new Rect (Screen.width / 2 - 100, Screen.height / 2 - 25 - 50 + 5, 200, 50), "Start Server"))
				StartServer ();

			if (GUI.Button (new Rect (Screen.width / 2 - 100, Screen.height / 2 - 25 + 50 + 5, 200, 50), "Join localhost"))
				JoinServer ("127.0.0.1", port);
		} else if (Network.isServer) {
			GUI.Label (new Rect (5, Screen.height - 20, 50, 20), "Server");
		} else if (Network.isClient) {
			GUI.Label (new Rect (5, Screen.height - 20, 50, 20), "Client");
		}
	}

	private void JoinServer(string ip, int port)
	{
		Debug.Log ("Attempting to join " + ip + " on port " + port + ".");
		//Network.Connect(ip, port);
		Network.Connect("127.0.0.1", 25565);
	}

	void OnFailedToConnect()
	{
		Debug.Log ("Failed to connect to server.");
		GUI.Label(new Rect(Screen.width / 2 + 100, Screen.height / 2 - 25 + 50 + 5, 200, 50), "Failed, you fucking dingus.");
	}

	void OnConnectedToServer()
	{
		Debug.Log("Server Joined");
		SpawnPlayer();
	}

	public GameObject playerPrefab;

	private void SpawnPlayer()
	{
		Network.Instantiate(playerPrefab, new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y, this.gameObject.transform.position.z), Quaternion.identity, 0);
	}

	void Update()
	{
		Debug.Log(Network.TestConnectionNAT().ToString());
		Debug.Log(Network.TestConnection().ToString());
	}
}

Well, you passed “true” to “useNAT” which will require a Masterserver as NAT punchthrough requires the facilitator (which is part of the Masterserver). If you don’t want to use a MasterServer you should set it to false.

Network.InitializeServer(4, port, false);

I can’t guarantee that Unity won’t try to connect to the MasterServer. However when setting useNAT to true you definately are using the MasterServer.

BTW: Network.TestConnectionNAT and maybe even Network.TestConnection are using the MasterServer as well.