I am using Unity 6000.0.32f1.
When I try to connect to the server that I created on my smartphone, an error occurs and I cannot connect.
However, creating a host and connecting the client to the created server is perfect.
The Unity console writes the following:
All socket receive requests were marked as failed, likely because socket itself has failed.
0x00007ff9a68016ee (Unity) Stacktrace::GetStacktrace
0x00007ff9a4d61b3a (Unity) DefaultBurstRuntimeLogCallback
0x00007ff9a466539a (Unity) BurstCompilerService_CUSTOM_RuntimeLog
0x00007ff9f7faa622 (690ca5aa611b4bd698ddfeda7798497) Unity.Jobs.IJobExtensions.JobStruct`1<Unity.Networking.Transport.UDPNetworkInterface.ReceiveJob>.Execute(ref Unity.Networking.Transport.UDPNetworkInterface.ReceiveJob data, System.IntPtr additionalPtr, System.IntPtr bufferRangePatchData, ref Unity.Jobs.LowLevel.Unsafe.JobRanges ranges, int jobIndex) -> void_1a17c9416545ae7079718413b8a5101d from UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null (at D:/Unity/Projects/SurvMine/Library/PackageCache/com.unity.burst/.Runtime/unknown/unknown:0)
0x00007ff9f7fa865d (690ca5aa611b4bd698ddfeda7798497) d405243e08c5a10bb107ab8ae84cf799
0x00007ff9a50ac3c5 (Unity) ExecuteJob
0x00007ff9a50ad4dd (Unity) ForwardJobToManaged
0x00007ff9a50a96a9 (Unity) ujob_execute_job
0x00007ff9a50a8a9f (Unity) lane_guts
0x00007ff9a50ab714 (Unity) worker_thread_routine
0x00007ff9a52a157d (Unity) Thread::RunThreadWrapper
0x00007ffa5be6e8d7 (KERNEL32) BaseThreadInitThunk
0x00007ffa5deffbcc (ntdll) RtlUserThreadStart
Socket error encountered; attempting recovery by creating a new one.
UnityEngine.Debug:LogWarning (object)
Unity.Networking.Transport.UDPNetworkInterface:RecreateSocket (long,Unity.Networking.Transport.PacketsQueue&) (at ./Library/PackageCache/com.unity.transport/Runtime/UDPNetworkInterface.cs:598)
Unity.Networking.Transport.UDPNetworkInterface:ScheduleReceive (Unity.Networking.Transport.ReceiveJobArguments&,Unity.Jobs.JobHandle) (at ./Library/PackageCache/com.unity.transport/Runtime/UDPNetworkInterface.cs:481)
Unity.Networking.Transport.NetworkInterfaceLayer`1<Unity.Networking.Transport.UDPNetworkInterface>:ScheduleReceive (Unity.Networking.Transport.ReceiveJobArguments&,Unity.Jobs.JobHandle) (at ./Library/PackageCache/com.unity.transport/Runtime/Layers/NetworkInterfaceLayer.cs:59)
Unity.Networking.Transport.NetworkLayerWrapper:ScheduleReceiveWrapper<Unity.Networking.Transport.NetworkInterfaceLayer`1<Unity.Networking.Transport.UDPNetworkInterface>> (void*,int) (at ./Library/PackageCache/com.unity.transport/Runtime/NetworkLayerWrapper.cs:102)
Unity.Networking.Transport.ManagedCallWrapper:Method (void*,void*,int) (at ./Library/PackageCache/com.unity.transport/Runtime/Utilities/ManagedCallWrapper.cs:22)
Unity.Networking.Transport.ManagedCallWrapper:Invoke (void*,int) (at ./Library/PackageCache/com.unity.transport/Runtime/Utilities/ManagedCallWrapper.cs:60)
Unity.Networking.Transport.ManagedCallWrapper:Invoke<Unity.Networking.Transport.NetworkLayerWrapper/ScheduleReceiveArguments> (Unity.Networking.Transport.NetworkLayerWrapper/ScheduleReceiveArguments&) (at ./Library/PackageCache/com.unity.transport/Runtime/Utilities/ManagedCallWrapper.cs:67)
Unity.Networking.Transport.NetworkLayerWrapper:ScheduleReceive (Unity.Networking.Transport.ReceiveJobArguments&,Unity.Jobs.JobHandle) (at ./Library/PackageCache/com.unity.transport/Runtime/NetworkLayerWrapper.cs:87)
Unity.Networking.Transport.NetworkStack:ScheduleReceive (Unity.Networking.Transport.NetworkDriverReceiver&,Unity.Networking.Transport.ConnectionList&,Unity.Networking.Transport.NetworkEventQueue&,Unity.Networking.Transport.NetworkPipelineProcessor&,Unity.Collections.NativeHashMap`2<Unity.Networking.Transport.ConnectionId, Unity.Networking.Transport.ConnectionPayload>&,long,Unity.Jobs.JobHandle) (at ./Library/PackageCache/com.unity.transport/Runtime/NetworkStack.cs:345)
Unity.Networking.Transport.NetworkDriver:ScheduleUpdate (Unity.Jobs.JobHandle) (at ./Library/PackageCache/com.unity.transport/Runtime/NetworkDriver.cs:714)
Unity.Netcode.Transports.UTP.UnityTransport:OnEarlyUpdate () (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Transports/UTP/UnityTransport.cs:964)
Unity.Netcode.NetworkTransport:EarlyUpdate () (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Transports/NetworkTransport.cs:126)
Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs:324)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Core/NetworkUpdateLoop.cs:191)
Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:<CreateLoopSystem>b__0_0 () (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Core/NetworkUpdateLoop.cs:214)
Failed to connect to server.
UnityEngine.Debug:LogError (object)
Unity.Netcode.Transports.UTP.UnityTransport:ProcessEvent () (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Transports/UTP/UnityTransport.cs:924)
Unity.Netcode.Transports.UTP.UnityTransport:OnEarlyUpdate () (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Transports/UTP/UnityTransport.cs:973)
Unity.Netcode.NetworkTransport:EarlyUpdate () (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Transports/NetworkTransport.cs:126)
Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs:324)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Core/NetworkUpdateLoop.cs:191)
Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:<CreateLoopSystem>b__0_0 () (at ./Library/PackageCache/com.unity.netcode.gameobjects/Runtime/Core/NetworkUpdateLoop.cs:214)
And these logs are displayed until it is written that it was not possible to connect to the server.